CInGameConsole.cpp 5.3 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_KeyboardEvent & key)
  80. {
  81. if(key.type != SDL_KEYDOWN) return;
  82. if(!captureAllKeys && key.keysym.sym != SDLK_TAB) return; //because user is not entering any text
  83. switch(key.keysym.sym)
  84. {
  85. case SDLK_TAB:
  86. case SDLK_ESCAPE:
  87. {
  88. if(captureAllKeys)
  89. {
  90. endEnteringText(false);
  91. }
  92. else if(SDLK_TAB == key.keysym.sym)
  93. {
  94. startEnteringText();
  95. }
  96. break;
  97. }
  98. case SDLK_RETURN: //enter key
  99. {
  100. if(!enteredText.empty() && captureAllKeys)
  101. {
  102. bool anyTextExceptCaret = enteredText.size() > 1;
  103. endEnteringText(anyTextExceptCaret);
  104. if(anyTextExceptCaret)
  105. {
  106. CCS->soundh->playSound("CHAT");
  107. }
  108. }
  109. break;
  110. }
  111. case SDLK_BACKSPACE:
  112. {
  113. if(enteredText.size() > 1)
  114. {
  115. Unicode::trimRight(enteredText,2);
  116. enteredText += '_';
  117. refreshEnteredText();
  118. }
  119. break;
  120. }
  121. case SDLK_UP: //up arrow
  122. {
  123. if(previouslyEntered.size() == 0)
  124. break;
  125. if(prevEntDisp == -1)
  126. {
  127. prevEntDisp = static_cast<int>(previouslyEntered.size() - 1);
  128. enteredText = previouslyEntered[prevEntDisp] + "_";
  129. refreshEnteredText();
  130. }
  131. else if( prevEntDisp > 0)
  132. {
  133. --prevEntDisp;
  134. enteredText = previouslyEntered[prevEntDisp] + "_";
  135. refreshEnteredText();
  136. }
  137. break;
  138. }
  139. case SDLK_DOWN: //down arrow
  140. {
  141. if(prevEntDisp != -1 && prevEntDisp+1 < previouslyEntered.size())
  142. {
  143. ++prevEntDisp;
  144. enteredText = previouslyEntered[prevEntDisp] + "_";
  145. refreshEnteredText();
  146. }
  147. else if(prevEntDisp+1 == previouslyEntered.size()) //useful feature
  148. {
  149. prevEntDisp = -1;
  150. enteredText = "_";
  151. refreshEnteredText();
  152. }
  153. break;
  154. }
  155. default:
  156. {
  157. break;
  158. }
  159. }
  160. }
  161. void CInGameConsole::textInputed(const SDL_TextInputEvent & event)
  162. {
  163. if(!captureAllKeys || enteredText.size() == 0)
  164. return;
  165. enteredText.resize(enteredText.size()-1);
  166. enteredText += event.text;
  167. enteredText += "_";
  168. refreshEnteredText();
  169. }
  170. void CInGameConsole::textEdited(const SDL_TextEditingEvent & event)
  171. {
  172. //do nothing here
  173. }
  174. void CInGameConsole::startEnteringText()
  175. {
  176. if (!active)
  177. return;
  178. if (captureAllKeys)
  179. return;
  180. assert(GH.statusbar);
  181. assert(currentStatusBar.expired());//effectively, nullptr check
  182. currentStatusBar = GH.statusbar;
  183. captureAllKeys = true;
  184. enteredText = "_";
  185. GH.statusbar->setEnteringMode(true);
  186. GH.statusbar->setEnteredText(enteredText);
  187. }
  188. void CInGameConsole::endEnteringText(bool processEnteredText)
  189. {
  190. captureAllKeys = false;
  191. prevEntDisp = -1;
  192. if(processEnteredText)
  193. {
  194. std::string txt = enteredText.substr(0, enteredText.size()-1);
  195. previouslyEntered.push_back(txt);
  196. if(txt.at(0) == '/')
  197. {
  198. //some commands like gosolo don't work when executed from GUI thread
  199. auto threadFunction = [=]()
  200. {
  201. ClientCommandManager commandController;
  202. commandController.processCommand(txt.substr(1), true);
  203. };
  204. boost::thread clientCommandThread(threadFunction);
  205. clientCommandThread.detach();
  206. }
  207. else
  208. LOCPLINT->cb->sendMessage(txt, LOCPLINT->getSelection());
  209. }
  210. enteredText.clear();
  211. auto statusbar = currentStatusBar.lock();
  212. assert(statusbar);
  213. if (statusbar)
  214. statusbar->setEnteringMode(false);
  215. currentStatusBar.reset();
  216. }
  217. void CInGameConsole::refreshEnteredText()
  218. {
  219. auto statusbar = currentStatusBar.lock();
  220. assert(statusbar);
  221. if (statusbar)
  222. statusbar->setEnteredText(enteredText);
  223. }