/** * ========================================================================= * File : CConsole.h * Project : 0 A.D. * Description : Implements the in-game console with scripting support. * ========================================================================= */ #include #include #include #include #include "CStr.h" #include "lib/input.h" #include "lib/file/vfs/vfs_path.h" #ifndef INCLUDED_CCONSOLE #define INCLUDED_CCONSOLE #define CONSOLE_BUFFER_SIZE 1024 // for text being typed into the console #define CONSOLE_MESSAGE_SIZE 1024 // for messages being printed into the console struct JSObject; typedef void(*fptr)(void); class CConsole { public: CConsole(); ~CConsole(); void SetSize(float X = 300, float Y = 0, float W = 800, float H = 600); void UpdateScreenSize(int w, int h); void ToggleVisible(); void SetVisible( bool visible ); void Update(float DeltaTime); void Render(); void InsertMessage(const wchar_t* szMessage, ...); void InsertChar(const int szChar, const wchar_t cooked); void SendChatMessage(const wchar_t *szMessage); void ReceivedChatMessage(const wchar_t *pSender, const wchar_t *szMessage); void SetBuffer(const wchar_t* szMessage, ...); void UseHistoryFile( const VfsPath& filename, int historysize ); // Only returns a pointer to the buffer; copy out of here if you want to keep it. const wchar_t* GetBuffer(); void FlushBuffer(); void RegisterFunc(fptr F, const wchar_t* szName); bool IsActive() { return m_bVisible; } int m_iFontHeight; int m_iFontWidth; int m_iFontOffset; // distance to move up before drawing size_t m_charsPerPage; private: float m_fX; float m_fY; float m_fHeight; float m_fWidth; // "position" in show/hide animation, how visible the console is (0..1). // allows implementing other animations than sliding, e.g. fading in/out. float m_fVisibleFrac; CStrW m_helpText; std::map m_mapFuncList; std::deque m_deqMsgHistory; std::deque m_deqBufHistory; int m_iMsgHistPos; wchar_t* m_szBuffer; int m_iBufferPos; int m_iBufferLength; VfsPath m_sHistoryFile; int m_MaxHistoryLines; bool m_bFocus; bool m_bVisible; // console is to be drawn bool m_bToggle; // show/hide animation is currently active void ToLower(wchar_t* szMessage, size_t iSize = 0); void Trim(wchar_t* szMessage, const wchar_t cChar = 32, size_t iSize = 0); void DrawHistory(void); void DrawWindow(void); void DrawBuffer(void); void DrawCursor(void); bool IsEOB(void) {return (m_iBufferPos == m_iBufferLength);}; //Is end of Buffer? bool IsBOB(void) {return (m_iBufferPos == 0);}; //Is beginning of Buffer? bool IsFull(void) {return (m_iBufferLength == CONSOLE_BUFFER_SIZE);}; bool IsEmpty(void) {return (m_iBufferLength == 0);}; void InsertBuffer(void){InsertMessage(L"%ls", m_szBuffer);}; void ProcessBuffer(const wchar_t* szLine); // Insert message without printf-style formatting, and without // length limits void InsertMessageRaw(const CStrW& message); void LoadHistory(); void SaveHistory(); JSObject* m_ScriptObject; // to run scripts in, so they can define variables that are retained between commands }; extern CConsole* g_Console; extern InReaction conInputHandler(const SDL_Event_* ev); #endif