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303 lines
6.7 KiB
C++
303 lines
6.7 KiB
C++
/*
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* CInGameConsole.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CInGameConsole.h"
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#include "../CGameInfo.h"
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#include "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../PlayerLocalState.h"
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#include "../ClientCommandManager.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/WindowHandler.h"
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#include "../gui/Shortcut.h"
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#include "../gui/TextAlignment.h"
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#include "../render/Colors.h"
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#include "../render/Canvas.h"
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#include "../render/IScreenHandler.h"
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#include "../adventureMap/AdventureMapInterface.h"
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#include "../windows/CMessage.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/TextOperations.h"
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#include "../../lib/mapObjects/CArmedInstance.h"
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CInGameConsole::CInGameConsole()
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: CIntObject(KEYBOARD | TIME | TEXTINPUT)
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, prevEntDisp(-1)
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{
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setRedrawParent(true);
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}
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void CInGameConsole::showAll(Canvas & to)
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{
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show(to);
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}
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void CInGameConsole::show(Canvas & to)
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{
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if (LOCPLINT->cingconsole != this)
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return;
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int number = 0;
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boost::unique_lock<boost::mutex> lock(texts_mx);
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for(auto & text : texts)
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{
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Point leftBottomCorner(0, pos.h);
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Point textPosition(leftBottomCorner.x + 50, leftBottomCorner.y - texts.size() * 20 - 80 + number * 20);
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to.drawText(pos.topLeft() + textPosition, FONT_MEDIUM, Colors::GREEN, ETextAlignment::TOPLEFT, text.text);
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number++;
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}
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}
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void CInGameConsole::tick(uint32_t msPassed)
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{
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size_t sizeBefore = texts.size();
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{
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boost::unique_lock<boost::mutex> lock(texts_mx);
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for(auto & text : texts)
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text.timeOnScreen += msPassed;
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vstd::erase_if(
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texts,
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[&](const auto & value)
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{
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return value.timeOnScreen > defaultTimeout;
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}
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);
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}
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if(sizeBefore != texts.size())
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GH.windows().totalRedraw(); // FIXME: ingame console has no parent widget set
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}
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void CInGameConsole::print(const std::string & txt)
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{
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// boost::unique_lock scope
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{
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boost::unique_lock<boost::mutex> lock(texts_mx);
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// Maximum width for a text line is limited by:
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// 1) width of adventure map terrain area, for when in-game console is on top of advmap
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// 2) width of castle/battle window (fixed to 800) when this window is open
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// 3) arbitrary selected left and right margins
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int maxWidth = std::min( 800, adventureInt->terrainAreaPixels().w) - 100;
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auto splitText = CMessage::breakText(txt, maxWidth, FONT_MEDIUM);
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for(const auto & entry : splitText)
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texts.push_back({entry, 0});
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while(texts.size() > maxDisplayedTexts)
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texts.erase(texts.begin());
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}
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GH.windows().totalRedraw(); // FIXME: ingame console has no parent widget set
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int volume = CCS->soundh->getVolume();
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if(volume == 0)
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CCS->soundh->setVolume(settings["general"]["sound"].Integer());
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int handle = CCS->soundh->playSound(AudioPath::builtin("CHAT"));
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if(volume == 0)
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CCS->soundh->setCallback(handle, [&]() { if(!GH.screenHandler().hasFocus()) CCS->soundh->setVolume(0); });
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}
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bool CInGameConsole::captureThisKey(EShortcut key)
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{
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if (enteredText.empty())
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return false;
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switch (key)
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{
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case EShortcut::GLOBAL_ACCEPT:
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case EShortcut::GLOBAL_CANCEL:
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case EShortcut::GAME_ACTIVATE_CONSOLE:
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case EShortcut::GLOBAL_BACKSPACE:
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case EShortcut::MOVE_UP:
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case EShortcut::MOVE_DOWN:
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return true;
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default:
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return false;
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}
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}
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void CInGameConsole::keyPressed (EShortcut key)
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{
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if (LOCPLINT->cingconsole != this)
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return;
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if(enteredText.empty() && key != EShortcut::GAME_ACTIVATE_CONSOLE)
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return; //because user is not entering any text
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switch(key)
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{
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case EShortcut::GLOBAL_CANCEL:
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if(!enteredText.empty())
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endEnteringText(false);
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break;
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case EShortcut::GAME_ACTIVATE_CONSOLE:
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if(GH.isKeyboardAltDown())
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return; //QoL for alt-tab operating system shortcut
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if(!enteredText.empty())
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endEnteringText(false);
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else
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startEnteringText();
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break;
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case EShortcut::GLOBAL_ACCEPT:
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{
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if(!enteredText.empty())
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{
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bool anyTextExceptCaret = enteredText.size() > 1;
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endEnteringText(anyTextExceptCaret);
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}
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break;
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}
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case EShortcut::GLOBAL_BACKSPACE:
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{
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if(enteredText.size() > 1)
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{
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TextOperations::trimRightUnicode(enteredText,2);
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enteredText += '_';
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refreshEnteredText();
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}
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break;
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}
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case EShortcut::MOVE_UP:
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{
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if(previouslyEntered.empty())
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break;
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if(prevEntDisp == -1)
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{
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prevEntDisp = static_cast<int>(previouslyEntered.size() - 1);
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enteredText = previouslyEntered[prevEntDisp] + "_";
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refreshEnteredText();
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}
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else if( prevEntDisp > 0)
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{
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--prevEntDisp;
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enteredText = previouslyEntered[prevEntDisp] + "_";
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refreshEnteredText();
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}
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break;
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}
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case EShortcut::MOVE_DOWN:
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{
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if(prevEntDisp != -1 && prevEntDisp+1 < previouslyEntered.size())
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{
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++prevEntDisp;
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enteredText = previouslyEntered[prevEntDisp] + "_";
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refreshEnteredText();
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}
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else if(prevEntDisp+1 == previouslyEntered.size()) //useful feature
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{
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prevEntDisp = -1;
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enteredText = "_";
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refreshEnteredText();
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}
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break;
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}
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}
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}
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void CInGameConsole::textInputed(const std::string & inputtedText)
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{
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if (LOCPLINT->cingconsole != this)
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return;
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if(enteredText.empty())
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return;
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enteredText.resize(enteredText.size()-1);
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enteredText += inputtedText;
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enteredText += "_";
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refreshEnteredText();
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}
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void CInGameConsole::textEdited(const std::string & inputtedText)
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{
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//do nothing here
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}
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void CInGameConsole::startEnteringText()
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{
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if (!isActive())
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return;
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if(enteredText != "")
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return;
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assert(currentStatusBar.expired());//effectively, nullptr check
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currentStatusBar = GH.statusbar();
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enteredText = "_";
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GH.statusbar()->setEnteringMode(true);
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GH.statusbar()->setEnteredText(enteredText);
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}
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void CInGameConsole::endEnteringText(bool processEnteredText)
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{
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prevEntDisp = -1;
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if(processEnteredText)
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{
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std::string txt = enteredText.substr(0, enteredText.size()-1);
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previouslyEntered.push_back(txt);
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if(txt.at(0) == '/')
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{
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//some commands like gosolo don't work when executed from GUI thread
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auto threadFunction = [=]()
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{
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setThreadName("processCommand");
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ClientCommandManager commandController;
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commandController.processCommand(txt.substr(1), true);
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};
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boost::thread clientCommandThread(threadFunction);
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clientCommandThread.detach();
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}
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else
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LOCPLINT->cb->sendMessage(txt, LOCPLINT->localState->getCurrentArmy());
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}
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enteredText.clear();
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auto statusbar = currentStatusBar.lock();
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assert(statusbar);
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if (statusbar)
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statusbar->setEnteringMode(false);
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currentStatusBar.reset();
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}
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void CInGameConsole::refreshEnteredText()
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{
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auto statusbar = currentStatusBar.lock();
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assert(statusbar);
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if (statusbar)
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statusbar->setEnteredText(enteredText);
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}
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