CInGameConsole.cpp 5.9 KB

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  1. /*
  2. * AdventureMapClasses.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "AdventureMapClasses.h"
  12. #include <SDL_timer.h>
  13. #include "MiscWidgets.h"
  14. #include "CComponent.h"
  15. #include "Images.h"
  16. #include "../CGameInfo.h"
  17. #include "../CMusicHandler.h"
  18. #include "../CPlayerInterface.h"
  19. #include "../mainmenu/CMainMenu.h"
  20. #include "../gui/CGuiHandler.h"
  21. #include "../gui/SDL_PixelAccess.h"
  22. #include "../gui/CAnimation.h"
  23. #include "../windows/InfoWindows.h"
  24. #include "../windows/CAdvmapInterface.h"
  25. #include "../battle/BattleInterfaceClasses.h"
  26. #include "../battle/BattleInterface.h"
  27. #include "../../CCallback.h"
  28. #include "../../lib/StartInfo.h"
  29. #include "../../lib/CGameState.h"
  30. #include "../../lib/CGeneralTextHandler.h"
  31. #include "../../lib/CHeroHandler.h"
  32. #include "../../lib/CModHandler.h"
  33. #include "../../lib/CTownHandler.h"
  34. #include "../../lib/TerrainHandler.h"
  35. #include "../../lib/mapObjects/CGHeroInstance.h"
  36. #include "../../lib/mapping/CMap.h"
  37. #include "ClientCommandManager.h"
  38. #include <SDL_surface.h>
  39. #include <SDL_keyboard.h>
  40. #include <SDL_events.h>
  41. CInGameConsole::CInGameConsole()
  42. : CIntObject(KEYBOARD | TEXTINPUT),
  43. prevEntDisp(-1),
  44. defaultTimeout(10000),
  45. maxDisplayedTexts(10)
  46. {
  47. }
  48. void CInGameConsole::show(SDL_Surface * to)
  49. {
  50. int number = 0;
  51. std::vector<std::list< std::pair< std::string, uint32_t > >::iterator> toDel;
  52. boost::unique_lock<boost::mutex> lock(texts_mx);
  53. for(auto it = texts.begin(); it != texts.end(); ++it, ++number)
  54. {
  55. Point leftBottomCorner(0, pos.h);
  56. graphics->fonts[FONT_MEDIUM]->renderTextLeft(to, it->first, Colors::GREEN,
  57. Point(leftBottomCorner.x + 50, leftBottomCorner.y - (int)texts.size() * 20 - 80 + number*20));
  58. if((int)(SDL_GetTicks() - it->second) > defaultTimeout)
  59. {
  60. toDel.push_back(it);
  61. }
  62. }
  63. for(auto & elem : toDel)
  64. {
  65. texts.erase(elem);
  66. }
  67. }
  68. void CInGameConsole::print(const std::string &txt)
  69. {
  70. boost::unique_lock<boost::mutex> lock(texts_mx);
  71. int lineLen = conf.go()->ac.outputLineLength;
  72. if(txt.size() < lineLen)
  73. {
  74. texts.push_back(std::make_pair(txt, SDL_GetTicks()));
  75. if(texts.size() > maxDisplayedTexts)
  76. {
  77. texts.pop_front();
  78. }
  79. }
  80. else
  81. {
  82. assert(lineLen);
  83. for(int g=0; g<txt.size() / lineLen + 1; ++g)
  84. {
  85. std::string part = txt.substr(g * lineLen, lineLen);
  86. if(part.size() == 0)
  87. break;
  88. texts.push_back(std::make_pair(part, SDL_GetTicks()));
  89. if(texts.size() > maxDisplayedTexts)
  90. {
  91. texts.pop_front();
  92. }
  93. }
  94. }
  95. }
  96. void CInGameConsole::keyPressed (const SDL_KeyboardEvent & key)
  97. {
  98. if(key.type != SDL_KEYDOWN) return;
  99. if(!captureAllKeys && key.keysym.sym != SDLK_TAB) return; //because user is not entering any text
  100. switch(key.keysym.sym)
  101. {
  102. case SDLK_TAB:
  103. case SDLK_ESCAPE:
  104. {
  105. if(captureAllKeys)
  106. {
  107. endEnteringText(false);
  108. }
  109. else if(SDLK_TAB == key.keysym.sym)
  110. {
  111. startEnteringText();
  112. }
  113. break;
  114. }
  115. case SDLK_RETURN: //enter key
  116. {
  117. if(!enteredText.empty() && captureAllKeys)
  118. {
  119. bool anyTextExceptCaret = enteredText.size() > 1;
  120. endEnteringText(anyTextExceptCaret);
  121. if(anyTextExceptCaret)
  122. {
  123. CCS->soundh->playSound("CHAT");
  124. }
  125. }
  126. break;
  127. }
  128. case SDLK_BACKSPACE:
  129. {
  130. if(enteredText.size() > 1)
  131. {
  132. Unicode::trimRight(enteredText,2);
  133. enteredText += '_';
  134. refreshEnteredText();
  135. }
  136. break;
  137. }
  138. case SDLK_UP: //up arrow
  139. {
  140. if(previouslyEntered.size() == 0)
  141. break;
  142. if(prevEntDisp == -1)
  143. {
  144. prevEntDisp = static_cast<int>(previouslyEntered.size() - 1);
  145. enteredText = previouslyEntered[prevEntDisp] + "_";
  146. refreshEnteredText();
  147. }
  148. else if( prevEntDisp > 0)
  149. {
  150. --prevEntDisp;
  151. enteredText = previouslyEntered[prevEntDisp] + "_";
  152. refreshEnteredText();
  153. }
  154. break;
  155. }
  156. case SDLK_DOWN: //down arrow
  157. {
  158. if(prevEntDisp != -1 && prevEntDisp+1 < previouslyEntered.size())
  159. {
  160. ++prevEntDisp;
  161. enteredText = previouslyEntered[prevEntDisp] + "_";
  162. refreshEnteredText();
  163. }
  164. else if(prevEntDisp+1 == previouslyEntered.size()) //useful feature
  165. {
  166. prevEntDisp = -1;
  167. enteredText = "_";
  168. refreshEnteredText();
  169. }
  170. break;
  171. }
  172. default:
  173. {
  174. break;
  175. }
  176. }
  177. }
  178. void CInGameConsole::textInputed(const SDL_TextInputEvent & event)
  179. {
  180. if(!captureAllKeys || enteredText.size() == 0)
  181. return;
  182. enteredText.resize(enteredText.size()-1);
  183. enteredText += event.text;
  184. enteredText += "_";
  185. refreshEnteredText();
  186. }
  187. void CInGameConsole::textEdited(const SDL_TextEditingEvent & event)
  188. {
  189. //do nothing here
  190. }
  191. void CInGameConsole::startEnteringText()
  192. {
  193. if (!active)
  194. return;
  195. if (captureAllKeys)
  196. return;
  197. assert(GH.statusbar);
  198. assert(currentStatusBar.expired());//effectively, nullptr check
  199. currentStatusBar = GH.statusbar;
  200. captureAllKeys = true;
  201. enteredText = "_";
  202. GH.statusbar->setEnteringMode(true);
  203. GH.statusbar->setEnteredText(enteredText);
  204. }
  205. void CInGameConsole::endEnteringText(bool processEnteredText)
  206. {
  207. captureAllKeys = false;
  208. prevEntDisp = -1;
  209. if(processEnteredText)
  210. {
  211. std::string txt = enteredText.substr(0, enteredText.size()-1);
  212. previouslyEntered.push_back(txt);
  213. if(txt.at(0) == '/')
  214. {
  215. //some commands like gosolo don't work when executed from GUI thread
  216. auto threadFunction = [=]()
  217. {
  218. ClientCommandManager commandController;
  219. commandController.processCommand(txt.substr(1), true);
  220. };
  221. boost::thread clientCommandThread(threadFunction);
  222. clientCommandThread.detach();
  223. }
  224. else
  225. LOCPLINT->cb->sendMessage(txt, LOCPLINT->getSelection());
  226. }
  227. enteredText.clear();
  228. auto statusbar = currentStatusBar.lock();
  229. assert(statusbar);
  230. if (statusbar)
  231. statusbar->setEnteringMode(false);
  232. currentStatusBar.reset();
  233. }
  234. void CInGameConsole::refreshEnteredText()
  235. {
  236. auto statusbar = currentStatusBar.lock();
  237. assert(statusbar);
  238. if (statusbar)
  239. statusbar->setEnteredText(enteredText);
  240. }