CInGameConsole.cpp 5.2 KB

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