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CConsole.h
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/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Implements the in-game console with scripting support.
*/
#ifndef INCLUDED_CCONSOLE
#define INCLUDED_CCONSOLE
#include <deque>
#include <map>
#include <mutex>
#include <stdarg.h>
#include <string>
#include "graphics/ShaderProgramPtr.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/input.h"
#include "ps/CStr.h"
class CTextRenderer;
#define CONSOLE_BUFFER_SIZE 1024 // for text being typed into the console
#define CONSOLE_MESSAGE_SIZE 1024 // for messages being printed into the console
#define CONSOLE_FONT "mono-10"
/**
* In-game console.
*
* Thread-safety:
* - Expected to be constructed/destructed in the main thread.
* - InsertMessage may be called from any thread while the object is alive.
*/
class CConsole
{
NONCOPYABLE(CConsole);
public:
CConsole();
~CConsole();
void SetSize(float X = 300, float Y = 0, float W = 800, float H = 600);
void UpdateScreenSize(int w, int h);
void ToggleVisible();
void SetVisible(bool visible);
void SetCursorBlinkRate(double rate);
/**
* @param deltaRealTime Elapsed real time since the last frame.
*/
void Update(const float deltaRealTime);
void Render();
void InsertChar(const int szChar, const wchar_t cooked);
void InsertMessage(const std::string& message);
void SetBuffer(const wchar_t* szMessage);
void UseHistoryFile(const VfsPath& filename, int historysize);
// Only returns a pointer to the buffer; copy out of here if you want to keep it.
const wchar_t* GetBuffer();
void FlushBuffer();
bool IsActive() { return m_bVisible; }
int m_iFontHeight;
int m_iFontWidth;
int m_iFontOffset; // distance to move up before drawing
size_t m_charsPerPage;
private:
// Lock for all state modified by InsertMessage
std::mutex m_Mutex;
float m_fX;
float m_fY;
float m_fHeight;
float m_fWidth;
// "position" in show/hide animation, how visible the console is (0..1).
// allows implementing other animations than sliding, e.g. fading in/out.
float m_fVisibleFrac;
std::deque<std::wstring> m_deqMsgHistory; // protected by m_Mutex
std::deque<std::wstring> m_deqBufHistory;
int m_iMsgHistPos;
wchar_t* m_szBuffer;
int m_iBufferPos;
int m_iBufferLength;
VfsPath m_sHistoryFile;
int m_MaxHistoryLines;
bool m_bVisible; // console is to be drawn
bool m_bToggle; // show/hide animation is currently active
double m_prevTime; // the previous time the cursor draw state changed (used for blinking cursor)
bool m_bCursorVisState; // if the cursor should be drawn or not
double m_cursorBlinkRate; // cursor blink rate in seconds, if greater than 0.0
void DrawWindow(CShaderProgramPtr& shader);
void DrawHistory(CTextRenderer& textRenderer);
void DrawBuffer(CTextRenderer& textRenderer);
void DrawCursor(CTextRenderer& textRenderer);
bool IsEOB() { return (m_iBufferPos == m_iBufferLength); } // Is end of Buffer?
bool IsBOB() { return (m_iBufferPos == 0); } // Is beginning of Buffer?
bool IsFull() { return (m_iBufferLength == CONSOLE_BUFFER_SIZE); }
bool IsEmpty() { return (m_iBufferLength == 0); }
void ProcessBuffer(const wchar_t* szLine);
void LoadHistory();
void SaveHistory();
};
extern CConsole* g_Console;
extern InReaction conInputHandler(const SDL_Event_* ev);
#endif