#include #include #include #include #include #include #include #include #include #include #include #include "InGameConsole.h" using namespace OpenRCT2::Ui; static InGameConsole _inGameConsole; InGameConsole::InGameConsole() { InteractiveConsole::WriteLine(OPENRCT2_NAME " " OPENRCT2_VERSION); InteractiveConsole::WriteLine("Type 'help' for a list of available commands. Type 'hide' to hide the console."); InteractiveConsole::WriteLine(""); WritePrompt(); } void InGameConsole::WritePrompt() { InteractiveConsole::WriteLine("> "); } void InGameConsole::Input(CONSOLE_INPUT input) { switch (input) { case CONSOLE_INPUT_LINE_CLEAR: ClearInput(); RefreshCaret(); break; case CONSOLE_INPUT_LINE_EXECUTE: if (_consoleCurrentLine[0] != '\0') { HistoryAdd(_consoleCurrentLine); Execute(_consoleCurrentLine); WritePrompt(); ClearInput(); RefreshCaret(); } ScrollToEnd(); break; case CONSOLE_INPUT_HISTORY_PREVIOUS: if (_consoleHistoryIndex > 0) { _consoleHistoryIndex--; memcpy(_consoleCurrentLine, _consoleHistory[_consoleHistoryIndex], CONSOLE_INPUT_SIZE); } _consoleTextInputSession->Size = strlen(_consoleTextInputSession->Buffer); _consoleTextInputSession->Length = utf8_length(_consoleTextInputSession->Buffer); _consoleTextInputSession->SelectionStart = strlen(_consoleCurrentLine); break; case CONSOLE_INPUT_HISTORY_NEXT: if (_consoleHistoryIndex < _consoleHistoryCount - 1) { _consoleHistoryIndex++; memcpy(_consoleCurrentLine, _consoleHistory[_consoleHistoryIndex], CONSOLE_INPUT_SIZE); _consoleTextInputSession->Size = strlen(_consoleTextInputSession->Buffer); _consoleTextInputSession->Length = utf8_length(_consoleTextInputSession->Buffer); _consoleTextInputSession->SelectionStart = strlen(_consoleCurrentLine); } else { _consoleHistoryIndex = _consoleHistoryCount; ClearInput(); } break; case CONSOLE_INPUT_SCROLL_PREVIOUS: { sint32 scrollAmt = GetNumVisibleLines() - 1; Scroll(scrollAmt); break; } case CONSOLE_INPUT_SCROLL_NEXT: { sint32 scrollAmt = GetNumVisibleLines() - 1; Scroll(-scrollAmt); break; } default: break; } } void InGameConsole::ClearInput() { _consoleCurrentLine[0] = 0; if (_isOpen) { context_start_text_input(_consoleCurrentLine, sizeof(_consoleCurrentLine)); } } void InGameConsole::HistoryAdd(const utf8 * src) { if (_consoleHistoryCount >= CONSOLE_HISTORY_SIZE) { for (sint32 i = 0; i < _consoleHistoryCount - 1; i++) memcpy(_consoleHistory[i], _consoleHistory[i + 1], CONSOLE_INPUT_SIZE); _consoleHistoryCount--; } memcpy(_consoleHistory[_consoleHistoryCount++], src, CONSOLE_INPUT_SIZE); _consoleHistoryIndex = _consoleHistoryCount; } void InGameConsole::ScrollToEnd() { _consoleScrollPos = std::max(0, (sint32)_consoleLines.size() - GetNumVisibleLines()); } void InGameConsole::RefreshCaret() { _consoleCaretTicks = 0; } void InGameConsole::Scroll(sint32 linesToScroll) { const sint32 maxVisibleLines = GetNumVisibleLines(); const sint32 numLines = (sint32)_consoleLines.size(); if (numLines > maxVisibleLines) { sint32 maxScrollValue = numLines - maxVisibleLines; _consoleScrollPos = Math::Clamp(0, _consoleScrollPos - linesToScroll, maxScrollValue); } } void InGameConsole::Clear() { _consoleLines.clear(); ScrollToEnd(); } void InGameConsole::ClearLine() { _consoleCurrentLine[0] = 0; RefreshCaret(); } void InGameConsole::Open() { _isOpen = true; ScrollToEnd(); RefreshCaret(); _consoleTextInputSession = context_start_text_input(_consoleCurrentLine, sizeof(_consoleCurrentLine)); } void InGameConsole::Close() { _consoleTextInputSession = nullptr; _isOpen = false; Invalidate(); context_stop_text_input(); } void InGameConsole::Toggle() { if (_isOpen) { Close(); } else { Open(); } } void InGameConsole::WriteLine(const std::string &input, uint32 colourFormat) { // Include text colour format only for special cases // The draw function handles the default text colour differently utf8 colourCodepoint[4]{}; if (colourFormat != FORMAT_WINDOW_COLOUR_2) utf8_write_codepoint(colourCodepoint, colourFormat); std::string line; std::size_t splitPos = 0; std::size_t stringOffset = 0; while (splitPos != std::string::npos) { splitPos = input.find('\n', stringOffset); line = input.substr(stringOffset, splitPos - stringOffset); _consoleLines.push_back(colourCodepoint + line); stringOffset = splitPos + 1; } if (_consoleLines.size() > CONSOLE_MAX_LINES) { const std::size_t linesToErase = _consoleLines.size() - CONSOLE_MAX_LINES; _consoleLines.erase(_consoleLines.begin(), _consoleLines.begin() + linesToErase); } } void InGameConsole::Invalidate() const { gfx_set_dirty_blocks(_consoleLeft, _consoleTop, _consoleRight, _consoleBottom); } void InGameConsole::Update() { _consoleLeft = 0; _consoleTop = 0; _consoleRight = context_get_width(); _consoleBottom = 322; if (_isOpen) { // When scrolling the map, the console pixels get copied... therefore invalidate the screen rct_window *mainWindow = window_get_main(); if (mainWindow != nullptr) { rct_viewport *mainViewport = window_get_viewport(mainWindow); if (mainViewport != nullptr) { if (_lastMainViewportX != mainViewport->view_x || _lastMainViewportY != mainViewport->view_y) { _lastMainViewportX = mainViewport->view_x; _lastMainViewportY = mainViewport->view_y; gfx_invalidate_screen(); } } } // Remove unwanted characters in console input utf8_remove_format_codes(_consoleCurrentLine, false); } // Flash the caret _consoleCaretTicks = (_consoleCaretTicks + 1) % 30; } void InGameConsole::Draw(rct_drawpixelinfo * dpi) const { if (!_isOpen) return; // Set font gCurrentFontSpriteBase = (gConfigInterface.console_small_font ? FONT_SPRITE_BASE_SMALL : FONT_SPRITE_BASE_MEDIUM); gCurrentFontFlags = 0; uint8 textColour = NOT_TRANSLUCENT(theme_get_colour(WC_CONSOLE, 1)); const sint32 lineHeight = font_get_line_height(gCurrentFontSpriteBase); const sint32 maxLines = GetNumVisibleLines(); // This is something of a hack to ensure the text is actually black // as opposed to a desaturated grey std::string colourFormatStr; if (textColour == COLOUR_BLACK) { utf8 extraTextFormatCode[4]{}; utf8_write_codepoint(extraTextFormatCode, FORMAT_BLACK); colourFormatStr = extraTextFormatCode; } // TTF looks far better without the outlines if (!gUseTrueTypeFont) { textColour |= COLOUR_FLAG_OUTLINE; } Invalidate(); // Give console area a translucent effect. gfx_filter_rect(dpi, _consoleLeft, _consoleTop, _consoleRight, _consoleBottom, PALETTE_51); // Make input area more opaque. gfx_filter_rect(dpi, _consoleLeft, _consoleBottom - lineHeight - 10, _consoleRight, _consoleBottom - 1, PALETTE_51); // Paint background colour. uint8 backgroundColour = theme_get_colour(WC_CONSOLE, 0); gfx_fill_rect_inset(dpi, _consoleLeft, _consoleTop, _consoleRight, _consoleBottom, backgroundColour, INSET_RECT_FLAG_FILL_NONE); gfx_fill_rect_inset(dpi, _consoleLeft + 1, _consoleTop + 1, _consoleRight - 1, _consoleBottom - 1, backgroundColour, INSET_RECT_FLAG_BORDER_INSET); std::string lineBuffer; sint32 x = _consoleLeft + CONSOLE_EDGE_PADDING; sint32 y = _consoleTop + CONSOLE_EDGE_PADDING; // Draw text inside console for (std::size_t i = 0; i < _consoleLines.size() && i < (size_t)maxLines; i++) { const size_t index = i + _consoleScrollPos; lineBuffer = colourFormatStr + _consoleLines[index]; gfx_draw_string(dpi, lineBuffer.c_str(), textColour, x, y); y += lineHeight; } y = _consoleBottom - lineHeight - CONSOLE_EDGE_PADDING - 1; // Draw current line lineBuffer = colourFormatStr + _consoleCurrentLine; gfx_draw_string(dpi, lineBuffer.c_str(), TEXT_COLOUR_255, x, y); // Draw caret if (_consoleCaretTicks < CONSOLE_CARET_FLASH_THRESHOLD) { sint32 caretX = x + gfx_get_string_width(_consoleCurrentLine); sint32 caretY = y + lineHeight; uint8 caretColour = ColourMapA[BASE_COLOUR(textColour)].lightest; gfx_fill_rect(dpi, caretX, caretY, caretX + CONSOLE_CARET_WIDTH, caretY, caretColour); } // What about border colours? uint8 borderColour1 = ColourMapA[BASE_COLOUR(backgroundColour)].light; uint8 borderColour2 = ColourMapA[BASE_COLOUR(backgroundColour)].mid_dark; // Input area top border gfx_fill_rect(dpi, _consoleLeft, _consoleBottom - lineHeight - 11, _consoleRight, _consoleBottom - lineHeight - 11, borderColour1); gfx_fill_rect(dpi, _consoleLeft, _consoleBottom - lineHeight - 10, _consoleRight, _consoleBottom - lineHeight - 10, borderColour2); // Input area bottom border gfx_fill_rect(dpi, _consoleLeft, _consoleBottom - 1, _consoleRight, _consoleBottom - 1, borderColour1); gfx_fill_rect(dpi, _consoleLeft, _consoleBottom - 0, _consoleRight, _consoleBottom - 0, borderColour2); } // Calculates the amount of visible lines, based on the console size, excluding the input line. sint32 InGameConsole::GetNumVisibleLines() const { const sint32 lineHeight = font_get_line_height(gCurrentFontSpriteBase); const sint32 consoleHeight = _consoleBottom - _consoleTop; const sint32 drawableHeight = consoleHeight - 2 * lineHeight - 4; // input line, separator - padding return drawableHeight / lineHeight; }