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forked from 0ad/0ad
0ad/source/ps/CConsole.h
wraitii ba736916fc Clean up ThreadUtil, use standard C++11 constructs instead of custom ones.
ThreadUtil shipped a scope lock and a mutex implementation, which can be
removed since we now have these in the standard library.
This lets us clean up this header which get included everywhere (through
profiler includes).

Tested By: Angen and Stan
Differential Revision: https://code.wildfiregames.com/D1915
This was SVN commit r22344.
2019-06-06 19:30:48 +00:00

145 lines
3.8 KiB
C++

/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Implements the in-game console with scripting support.
*/
#ifndef INCLUDED_CCONSOLE
#define INCLUDED_CCONSOLE
#include <deque>
#include <map>
#include <mutex>
#include <stdarg.h>
#include <string>
#include "graphics/ShaderProgramPtr.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/input.h"
#include "ps/CStr.h"
class CTextRenderer;
#define CONSOLE_BUFFER_SIZE 1024 // for text being typed into the console
#define CONSOLE_MESSAGE_SIZE 1024 // for messages being printed into the console
#define CONSOLE_FONT "mono-10"
/**
* In-game console.
*
* Thread-safety:
* - Expected to be constructed/destructed in the main thread.
* - InsertMessage may be called from any thread while the object is alive.
*/
class CConsole
{
NONCOPYABLE(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 SetCursorBlinkRate(double rate);
/**
* @param deltaRealTime Elapsed real time since the last frame.
*/
void Update(const float deltaRealTime);
void Render();
void InsertChar(const int szChar, const wchar_t cooked);
void InsertMessage(const std::string& message);
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();
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:
// Lock for all state modified by InsertMessage
std::mutex m_Mutex;
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;
std::deque<std::wstring> m_deqMsgHistory; // protected by m_Mutex
std::deque<std::wstring> m_deqBufHistory;
int m_iMsgHistPos;
wchar_t* m_szBuffer;
int m_iBufferPos;
int m_iBufferLength;
VfsPath m_sHistoryFile;
int m_MaxHistoryLines;
bool m_bVisible; // console is to be drawn
bool m_bToggle; // show/hide animation is currently active
double m_prevTime; // the previous time the cursor draw state changed (used for blinking cursor)
bool m_bCursorVisState; // if the cursor should be drawn or not
double m_cursorBlinkRate; // cursor blink rate in seconds, if greater than 0.0
void DrawWindow(CShaderProgramPtr& shader);
void DrawHistory(CTextRenderer& textRenderer);
void DrawBuffer(CTextRenderer& textRenderer);
void DrawCursor(CTextRenderer& textRenderer);
bool IsEOB() { return (m_iBufferPos == m_iBufferLength); } // Is end of Buffer?
bool IsBOB() { return (m_iBufferPos == 0); } // Is beginning of Buffer?
bool IsFull() { return (m_iBufferLength == CONSOLE_BUFFER_SIZE); }
bool IsEmpty() { return (m_iBufferLength == 0); }
void ProcessBuffer(const wchar_t* szLine);
void LoadHistory();
void SaveHistory();
};
extern CConsole* g_Console;
extern InReaction conInputHandler(const SDL_Event_* ev);
#endif