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60 lines
1.4 KiB
C++
60 lines
1.4 KiB
C++
/*
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* CInGameConsole.h, 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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#pragma once
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#include "../gui/CIntObject.h"
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class CInGameConsole : public CIntObject
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{
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private:
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struct TextState
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{
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std::string text;
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uint32_t timeOnScreen;
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};
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/// Currently visible texts in the overlay
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std::vector<TextState> texts;
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/// protects texts
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boost::mutex texts_mx;
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/// previously entered texts, for up/down arrows to work
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std::vector<std::string> previouslyEntered;
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/// displayed entry from previouslyEntered - if none it's -1
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int prevEntDisp;
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/// timeout for new texts (in ms)
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static constexpr int defaultTimeout = 10000;
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/// how many texts can be displayed simultaneously
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static constexpr int maxDisplayedTexts = 10;
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std::weak_ptr<IStatusBar> currentStatusBar;
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std::string enteredText;
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public:
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void print(const std::string & txt);
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void tick(uint32_t msPassed) override;
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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void keyPressed(const SDL_Keycode & key) override;
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void textInputed(const std::string & enteredText) override;
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void textEdited(const std::string & enteredText) override;
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void startEnteringText();
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void endEnteringText(bool processEnteredText);
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void refreshEnteredText();
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CInGameConsole();
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};
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