/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program 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. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Felix Schulthess * Co-authors: * Fabian 'x3n' Landau * */ #include "OrxonoxStableHeaders.h" #include "InGameConsole.h" #include #include #include #include #include #include #include "core/Debug.h" #include "core/CoreIncludes.h" #include "core/ConfigValueIncludes.h" #include "core/ConsoleCommand.h" #include "GraphicsEngine.h" #define LINES 20 namespace orxonox { using namespace Ogre; float InGameConsole::REL_WIDTH = 0.8; float InGameConsole::REL_HEIGHT = 0.4; float InGameConsole::BLINK = 0.25; /** @brief Constructor: Creates and initializes the InGameConsole. */ InGameConsole::InGameConsole() { RegisterObject(InGameConsole); this->active_ = false; this->cursor_ = 0.0; this->init(); this->setConfigValues(); } /** @brief Destructor: Destroys the TextAreas. */ InGameConsole::~InGameConsole(void) { for (int i = 0; i < LINES; i++) delete this->consoleOverlayTextAreas_[i]; delete this->consoleOverlayTextAreas_; } /** @brief Returns a reference to the only existing instance of InGameConsole. */ InGameConsole& InGameConsole::getInstance() { static InGameConsole instance; return instance; } /** @brief Sets the config values, describing the size of the console. */ void InGameConsole::setConfigValues() { SetConfigValue(REL_WIDTH, 0.8); SetConfigValue(REL_HEIGHT, 0.4); SetConfigValue(BLINK, 0.25); } /** @brief Called if all output-lines have to be redrawn. */ void InGameConsole::linesChanged() { std::list::const_iterator it = Shell::getInstance().getNewestLineIterator(); for (int i = 1; i < LINES && it != Shell::getInstance().getEndIterator(); i++) { this->consoleOverlayTextAreas_[i]->setCaption(*it); ++it; } } /** @brief Called if only the last output-line has changed. */ void InGameConsole::onlyLastLineChanged() { if (LINES > 1) this->consoleOverlayTextAreas_[1]->setCaption(*Shell::getInstance().getNewestLineIterator()); } /** @brief Called if a new output-line was added. */ void InGameConsole::lineAdded() { for (int i = LINES - 1; i > 1; i--) this->consoleOverlayTextAreas_[i]->setCaption(this->consoleOverlayTextAreas_[i - 1]->getCaption()); if (LINES > 1) this->consoleOverlayTextAreas_[1]->setCaption(*Shell::getInstance().getNewestLineIterator()); } /** @brief Called if the text in the input-line has changed. */ void InGameConsole::inputChanged() { if (LINES > 0) this->consoleOverlayTextAreas_[0]->setCaption(Shell::getInstance().getInput()); } /** @brief Called if the position of the cursor in the input-line has changed. */ void InGameConsole::cursorChanged() { std::string input = Shell::getInstance().getInput(); input.insert(Shell::getInstance().getCursorPosition(), 1, '|'); if (LINES > 0) this->consoleOverlayTextAreas_[0]->setCaption(input); } /** @brief Called if the console gets closed. */ void InGameConsole::exit() { this->deactivate(); CommandExecutor::execute("set InputMode 2"); } /** @brief Called once by constructor, initializes the InGameConsole. */ void InGameConsole::init() { // for the beginning, don't scroll this->scroll_ = 0; this->scrollTimer_ = 0; this->cursor_ = 0; // create overlay and elements this->om_ = &Ogre::OverlayManager::getSingleton(); // create a container this->consoleOverlayContainer_ = static_cast(this->om_->createOverlayElement("Panel", "container")); this->consoleOverlayContainer_->setMetricsMode(Ogre::GMM_RELATIVE); this->consoleOverlayContainer_->setPosition((1 - InGameConsole::REL_WIDTH) / 2, 0); this->consoleOverlayContainer_->setDimensions(InGameConsole::REL_WIDTH, InGameConsole::REL_HEIGHT); // create BorderPanel this->consoleOverlayBorder_ = static_cast(this->om_->createOverlayElement("BorderPanel", "borderPanel")); this->consoleOverlayBorder_->setMetricsMode(Ogre::GMM_PIXELS); this->consoleOverlayBorder_->setMaterialName("ConsoleCenter"); // set parameters for border this->consoleOverlayBorder_->setBorderSize(16, 16, 0, 16); this->consoleOverlayBorder_->setBorderMaterialName("ConsoleBorder"); this->consoleOverlayBorder_->setLeftBorderUV(0.0, 0.49, 0.5, 0.51); this->consoleOverlayBorder_->setRightBorderUV(0.5, 0.49, 1.0, 0.5); this->consoleOverlayBorder_->setBottomBorderUV(0.49, 0.5, 0.51, 1.0); this->consoleOverlayBorder_->setBottomLeftBorderUV(0.0, 0.5, 0.5, 1.0); this->consoleOverlayBorder_->setBottomRightBorderUV(0.5, 0.5, 1.0, 1.0); // create the text lines this->consoleOverlayTextAreas_ = new TextAreaOverlayElement*[LINES]; for (int i = 0; i < LINES; i++) { this->consoleOverlayTextAreas_[i] = static_cast(this->om_->createOverlayElement("TextArea", "textArea" + Ogre::StringConverter::toString(i))); this->consoleOverlayTextAreas_[i]->setMetricsMode(Ogre::GMM_PIXELS); this->consoleOverlayTextAreas_[i]->setFontName("Console"); this->consoleOverlayTextAreas_[i]->setCharHeight(20); this->consoleOverlayTextAreas_[i]->setParameter("colour_top", "0.21 0.69 0.21"); this->consoleOverlayTextAreas_[i]->setLeft(8); this->consoleOverlayTextAreas_[i]->setCaption(""); } // create noise this->consoleOverlayNoise_ = static_cast(this->om_->createOverlayElement("Panel", "noise")); this->consoleOverlayNoise_->setMetricsMode(Ogre::GMM_PIXELS); this->consoleOverlayNoise_->setPosition(5,0); this->consoleOverlayNoise_->setMaterialName("ConsoleNoise"); this->consoleOverlay_ = this->om_->create("Console"); this->consoleOverlay_->add2D(this->consoleOverlayContainer_); this->consoleOverlayContainer_->addChild(this->consoleOverlayBorder_); //comment following line to disable noise this->consoleOverlayContainer_->addChild(this->consoleOverlayNoise_); for (int i = 0; i < LINES; i++) this->consoleOverlayContainer_->addChild(this->consoleOverlayTextAreas_[i]); this->resize(); // move overlay "above" the top edge of the screen // we take -1.2 because the border mkes the panel bigger this->consoleOverlayContainer_->setTop(-1.2 * InGameConsole::REL_HEIGHT); // show overlay this->consoleOverlay_->show(); COUT(3) << "Info: InGameConsole initialized" << std::endl; } /** @brief Used to control the actual scrolling and the cursor. */ void InGameConsole::tick(float dt) { this->scrollTimer_ += dt; if (this->scrollTimer_ >= 0.01) { float top = this->consoleOverlayContainer_->getTop(); this->scrollTimer_ = 0; if (this->scroll_ != 0) { // scroll top = top + 0.02 * this->scroll_; this->consoleOverlayContainer_->setTop(top); } if (top <= -1.2 * InGameConsole::REL_HEIGHT) { // window has completely scrolled up this->scroll_ = 0; this->consoleOverlay_->hide(); this->active_ = false; } if (top >= 0) { // window has completely scrolled down this->scroll_ = 0; this->consoleOverlayContainer_->setTop(0); this->active_ = true; } } this->cursor_ += dt; if (this->cursor_ >= 2 * InGameConsole::BLINK) this->cursor_ = 0; // print(convert2UTF(this->ib_->get())); // this creates a flickering effect this->consoleOverlayNoise_->setTiling(1, rand() % 5 + 1); } /** @brief Resizes the console elements. Call if window size changes. */ void InGameConsole::resize() { this->windowW_ = GraphicsEngine::getSingleton().getWindowWidth(); this->windowH_ = GraphicsEngine::getSingleton().getWindowHeight(); this->consoleOverlayBorder_->setWidth((int) this->windowW_* InGameConsole::REL_WIDTH); this->consoleOverlayBorder_->setHeight((int) this->windowH_ * InGameConsole::REL_HEIGHT); this->consoleOverlayNoise_->setWidth((int) this->windowW_ * InGameConsole::REL_WIDTH - 10); this->consoleOverlayNoise_->setHeight((int) this->windowH_ * InGameConsole::REL_HEIGHT - 5); // now adjust the text lines... for (int i = 0; i < LINES; i++) { this->consoleOverlayTextAreas_[i]->setWidth((int) this->windowW_ * InGameConsole::REL_WIDTH); this->consoleOverlayTextAreas_[i]->setTop((int) this->windowH_ * InGameConsole::REL_HEIGHT - 24 - 16*i); } } /** @brief Shows the InGameConsole. */ void InGameConsole::activate() { this->consoleOverlay_->show(); // just in case window size has changed... this->resize(); // scroll down this->scroll_ = 1; // the rest is done by tick } /** @brief Hides the InGameConsole. */ void InGameConsole::deactivate() { // scroll up this->scroll_ = -1; // the rest is done by tick } /** @brief Activates the console. */ void InGameConsole::openConsole() { InGameConsole::getInstance().activate(); } /** @brief Deactivates the console. */ void InGameConsole::closeConsole() { InGameConsole::getInstance().deactivate(); } /** @brief Prints string to bottom line. @param s String to be printed */ void InGameConsole::print(Ogre::UTFString s) { if (this->cursor_ > InGameConsole::BLINK) this->consoleOverlayTextAreas_[0]->setCaption(">" + s); else this->consoleOverlayTextAreas_[0]->setCaption(">" + s + "_"); } /** @brief Shifts all lines up and clears the bottom line. */ void InGameConsole::newline() { Ogre::UTFString line; for (int i = LINES - 1; i >= 1; i--) { line = this->consoleOverlayTextAreas_[i - 1]->getCaption(); // don't copy the cursor... int l = line.length(); if (!line.empty() && line.substr(l-1) == "_") line.erase(l-1); this->consoleOverlayTextAreas_[i]->setCaption(line); } this->consoleOverlayTextAreas_[0]->setCaption(">"); } /** @brief Converts a string into an Ogre::UTFString. @param s The string to convert @return The converted string */ Ogre::UTFString InGameConsole::convert2UTF(std::string s) { Ogre::UTFString utf; Ogre::UTFString::code_point cp; for (unsigned int i = 0; i < s.size(); ++i) { cp = s[i]; cp &= 0xFF; utf.append(1, cp); } return utf; } }