138 lines
3.4 KiB
C++
138 lines
3.4 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Implements the in-game console with scripting support.
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*/
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#ifndef INCLUDED_CCONSOLE
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#define INCLUDED_CCONSOLE
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#include "lib/file/vfs/vfs_path.h"
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#include "lib/input.h"
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#include <deque>
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#include <memory>
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#include <mutex>
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#include <string>
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class CCanvas2D;
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class CTextRenderer;
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/**
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* In-game console.
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*
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* Thread-safety:
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* - Expected to be constructed/destructed in the main thread.
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* - InsertMessage may be called from any thread while the object is alive.
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*/
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class CConsole
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{
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NONCOPYABLE(CConsole);
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public:
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CConsole();
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~CConsole();
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void Init();
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void UpdateScreenSize(int w, int h);
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void ToggleVisible();
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void SetVisible(bool visible);
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/**
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* @param deltaRealTime Elapsed real time since the last frame.
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*/
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void Update(const float deltaRealTime);
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void Render(CCanvas2D& canvas);
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void InsertChar(const int szChar, const wchar_t cooked);
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void InsertMessage(const std::string& message);
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void SetBuffer(const wchar_t* szMessage);
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// Only returns a pointer to the buffer; copy out of here if you want to keep it.
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const wchar_t* GetBuffer();
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void FlushBuffer();
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bool IsActive() const { return m_Visible; }
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private:
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// Lock for all state modified by InsertMessage
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std::mutex m_Mutex;
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int m_FontHeight;
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int m_FontWidth;
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int m_FontOffset; // distance to move up before drawing
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size_t m_CharsPerPage;
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float m_X;
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float m_Y;
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float m_Height;
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float m_Width;
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// "position" in show/hide animation, how visible the console is (0..1).
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// allows implementing other animations than sliding, e.g. fading in/out.
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float m_VisibleFrac;
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std::deque<std::wstring> m_MsgHistory; // protected by m_Mutex
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std::deque<std::wstring> m_BufHistory;
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int m_MsgHistPos;
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std::unique_ptr<wchar_t[]> m_Buffer;
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int m_BufferPos;
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int m_BufferLength;
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VfsPath m_HistoryFile;
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int m_MaxHistoryLines;
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bool m_Visible; // console is to be drawn
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bool m_Toggle; // show/hide animation is currently active
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double m_PrevTime; // the previous time the cursor draw state changed (used for blinking cursor)
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bool m_CursorVisState; // if the cursor should be drawn or not
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bool m_QuitHotkeyWasShown; // show console.toggle hotkey values at first time
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double m_CursorBlinkRate; // cursor blink rate in seconds, if greater than 0.0
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void DrawWindow(CCanvas2D& canvas);
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void DrawHistory(CTextRenderer& textRenderer);
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void DrawBuffer(CTextRenderer& textRenderer);
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void DrawCursor(CTextRenderer& textRenderer);
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// Is end of Buffer?
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bool IsEOB() const;
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// Is beginning of Buffer?
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bool IsBOB() const;
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bool IsFull() const;
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bool IsEmpty() const;
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void ProcessBuffer(const wchar_t* szLine);
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void LoadHistory();
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void SaveHistory();
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void ShowQuitHotkeys();
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};
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extern CConsole* g_Console;
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extern InReaction conInputHandler(const SDL_Event_* ev);
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#endif // INCLUDED_CCONSOLE
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