forked from 0ad/0ad
janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
129 lines
3.3 KiB
C++
129 lines
3.3 KiB
C++
/**
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* =========================================================================
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* File : CConsole.h
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* Project : 0 A.D.
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* Description : Implements the in-game console with scripting support.
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* =========================================================================
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*/
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#include <stdarg.h>
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#include <string>
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#include <deque>
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#include <map>
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#include "CStr.h"
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#include "lib/input.h"
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#include "lib/file/vfs/vfs_path.h"
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#ifndef INCLUDED_CCONSOLE
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#define INCLUDED_CCONSOLE
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#define CONSOLE_BUFFER_SIZE 1024 // for text being typed into the console
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#define CONSOLE_MESSAGE_SIZE 1024 // for messages being printed into the console
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struct JSObject;
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typedef void(*fptr)(void);
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class CConsole
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{
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public:
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CConsole();
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~CConsole();
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void SetSize(float X = 300, float Y = 0, float W = 800, float H = 600);
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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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void Update(float DeltaTime);
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void Render();
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void InsertMessage(const wchar_t* szMessage, ...);
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void InsertChar(const int szChar, const wchar_t cooked);
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void SendChatMessage(const wchar_t *szMessage);
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void ReceivedChatMessage(const wchar_t *pSender, const wchar_t *szMessage);
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void SetBuffer(const wchar_t* szMessage, ...);
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void UseHistoryFile( const VfsPath& filename, int historysize );
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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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void RegisterFunc(fptr F, const wchar_t* szName);
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bool IsActive() { return m_bVisible; }
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int m_iFontHeight;
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int m_iFontWidth;
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int m_iFontOffset; // distance to move up before drawing
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size_t m_charsPerPage;
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private:
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float m_fX;
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float m_fY;
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float m_fHeight;
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float m_fWidth;
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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_fVisibleFrac;
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CStrW m_helpText;
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std::map<std::wstring, fptr> m_mapFuncList;
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std::deque<std::wstring> m_deqMsgHistory;
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std::deque<std::wstring> m_deqBufHistory;
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int m_iMsgHistPos;
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wchar_t* m_szBuffer;
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int m_iBufferPos;
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int m_iBufferLength;
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VfsPath m_sHistoryFile;
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int m_MaxHistoryLines;
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bool m_bFocus;
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bool m_bVisible; // console is to be drawn
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bool m_bToggle; // show/hide animation is currently active
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void ToLower(wchar_t* szMessage, size_t iSize = 0);
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void Trim(wchar_t* szMessage, const wchar_t cChar = 32, size_t iSize = 0);
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void DrawHistory(void);
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void DrawWindow(void);
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void DrawBuffer(void);
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void DrawCursor(void);
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bool IsEOB(void) {return (m_iBufferPos == m_iBufferLength);}; //Is end of Buffer?
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bool IsBOB(void) {return (m_iBufferPos == 0);}; //Is beginning of Buffer?
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bool IsFull(void) {return (m_iBufferLength == CONSOLE_BUFFER_SIZE);};
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bool IsEmpty(void) {return (m_iBufferLength == 0);};
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void InsertBuffer(void){InsertMessage(L"%ls", m_szBuffer);};
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void ProcessBuffer(const wchar_t* szLine);
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// Insert message without printf-style formatting, and without
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// length limits
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void InsertMessageRaw(const CStrW& message);
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void LoadHistory();
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void SaveHistory();
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JSObject* m_ScriptObject; // to run scripts in, so they can define variables that are retained between commands
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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
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