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0ad/source/ps/CConsole.h

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C++

/* Copyright (C) 2022 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 "lib/file/vfs/vfs_path.h"
#include "lib/input.h"
#include <deque>
#include <memory>
#include <mutex>
#include <string>
class CCanvas2D;
class CTextRenderer;
/**
* 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 Init();
void UpdateScreenSize(int w, int h);
void ToggleVisible();
void SetVisible(bool visible);
/**
* @param deltaRealTime Elapsed real time since the last frame.
*/
void Update(const float deltaRealTime);
void Render(CCanvas2D& canvas);
void InsertChar(const int szChar, const wchar_t cooked);
void InsertMessage(const std::string& message);
void SetBuffer(const wchar_t* szMessage);
// 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() const { return m_Visible; }
private:
// Lock for all state modified by InsertMessage
std::mutex m_Mutex;
int m_FontHeight;
int m_FontWidth;
int m_FontOffset; // distance to move up before drawing
size_t m_CharsPerPage;
float m_X;
float m_Y;
float m_Height;
float m_Width;
// "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_VisibleFrac;
std::deque<std::wstring> m_MsgHistory; // protected by m_Mutex
std::deque<std::wstring> m_BufHistory;
int m_MsgHistPos;
std::unique_ptr<wchar_t[]> m_Buffer;
int m_BufferPos;
int m_BufferLength;
VfsPath m_HistoryFile;
int m_MaxHistoryLines;
bool m_Visible; // console is to be drawn
bool m_Toggle; // show/hide animation is currently active
double m_PrevTime; // the previous time the cursor draw state changed (used for blinking cursor)
bool m_CursorVisState; // if the cursor should be drawn or not
bool m_QuitHotkeyWasShown; // show console.toggle hotkey values at first time
double m_CursorBlinkRate; // cursor blink rate in seconds, if greater than 0.0
void DrawWindow(CCanvas2D& canvas);
void DrawHistory(CTextRenderer& textRenderer);
void DrawBuffer(CTextRenderer& textRenderer);
void DrawCursor(CTextRenderer& textRenderer);
// Is end of Buffer?
bool IsEOB() const;
// Is beginning of Buffer?
bool IsBOB() const;
bool IsFull() const;
bool IsEmpty() const;
void ProcessBuffer(const wchar_t* szLine);
void LoadHistory();
void SaveHistory();
void ShowQuitHotkeys();
};
extern CConsole* g_Console;
extern InReaction conInputHandler(const SDL_Event_* ev);
#endif // INCLUDED_CCONSOLE