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