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OpenRCT2/src/openrct2-ui/interface/InGameConsole.cpp
Michał Janiszewski af0967e95e Add missing headers
2018-03-22 20:16:58 +00:00

316 lines
10 KiB
C++

#include <algorithm>
#include <cstring>
#include <openrct2/config/Config.h>
#include <openrct2/Context.h>
#include <openrct2/core/Math.hpp>
#include <openrct2/drawing/Drawing.h>
#include <openrct2/interface/Colour.h>
#include <openrct2/interface/themes.h>
#include <openrct2/interface/Window.h>
#include <openrct2/localisation/Language.h>
#include <openrct2/Version.h>
#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], 256);
}
_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], 256);
_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<sint32>(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<sint32>(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;
}