/* * 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 "InGameConsole.h" #include #include #include #include #include #include #include #include #include #include #include "util/Clock.h" #include "util/Convert.h" #include "util/Math.h" #include "util/DisplayStringConversions.h" #include "util/output/MemoryWriter.h" #include "util/output/OutputManager.h" #include "core/CoreIncludes.h" #include "core/config/ConfigValueIncludes.h" #include "core/command/ConsoleCommandIncludes.h" #include "core/singleton/ScopedSingletonIncludes.h" #include "core/GUIManager.h" #include "core/input/InputManager.h" #include "core/input/InputState.h" #include "core/input/InputBuffer.h" #include "core/LuaState.h" namespace orxonox { const int LINES = 30; const float CHAR_WIDTH = 8.0f; // fix this please - determine the char-width dynamically SetConsoleCommand("InGameConsole", "openConsole", &InGameConsole::openConsole); SetConsoleCommand("InGameConsole", "closeConsole", &InGameConsole::closeConsole); ManageScopedSingleton(InGameConsole, ScopeID::GRAPHICS, false); RegisterAbstractClass(InGameConsole).inheritsFrom().inheritsFrom(); /** @brief Constructor: Creates and initializes the InGameConsole. */ InGameConsole::InGameConsole() : shell_(new Shell("InGameConsole", true)) , bShowCursor_(false) , consoleOverlay_(nullptr) , consoleOverlayContainer_(nullptr) , consoleOverlayNoise_(nullptr) , consoleOverlayCursor_(nullptr) , consoleOverlayBorder_(nullptr) , consoleOverlayTextAreas_(nullptr) , inputState_(nullptr) { RegisterObject(InGameConsole); this->bActive_ = false; this->cursor_ = 0.0f; this->cursorSymbol_ = '|'; this->inputWindowStart_ = 0; this->numLinesShifted_ = LINES - 1; // for the beginning, don't scroll this->scroll_ = 0; this->setConfigValues(); this->initialise(); // Output buffering is not anymore needed. Not the best solution to do // this here, but there isn't much of another way. OutputManager::getInstance().getMemoryWriter()->disable(); } /** @brief Destructor: Destroys the TextAreas. */ InGameConsole::~InGameConsole() { this->deactivate(); // destroy the input state previously created (InputBuffer gets destroyed by the Shell) InputManager::getInstance().destroyState("console"); // destroy the underlaying shell delete this->shell_; Ogre::OverlayManager* ovMan = Ogre::OverlayManager::getSingletonPtr(); if (ovMan) { if (this->consoleOverlayNoise_) Ogre::OverlayManager::getSingleton().destroyOverlayElement(this->consoleOverlayNoise_); if (this->consoleOverlayCursor_) Ogre::OverlayManager::getSingleton().destroyOverlayElement(this->consoleOverlayCursor_); Ogre::FontManager::getSingleton().remove("MonofurConsole"); if (this->consoleOverlayBorder_) Ogre::OverlayManager::getSingleton().destroyOverlayElement(this->consoleOverlayBorder_); if (this->consoleOverlayTextAreas_) { for (int i = 0; i < LINES; i++) { if (this->consoleOverlayTextAreas_[i]) Ogre::OverlayManager::getSingleton().destroyOverlayElement(this->consoleOverlayTextAreas_[i]); this->consoleOverlayTextAreas_[i] = nullptr; } } if (this->consoleOverlayContainer_) Ogre::OverlayManager::getSingleton().destroyOverlayElement(this->consoleOverlayContainer_); } if (this->consoleOverlayTextAreas_) { delete[] this->consoleOverlayTextAreas_; this->consoleOverlayTextAreas_ = nullptr; } if (this->consoleOverlay_) Ogre::OverlayManager::getSingleton().destroy(consoleOverlay_); } /** @brief Sets the config values, describing the size of the console. */ void InGameConsole::setConfigValues() { SetConfigValue(relativeWidth, 0.8); SetConfigValue(relativeHeight, 0.4); SetConfigValue(blinkTime, 0.5); SetConfigValue(scrollSpeed_, 3.0f); SetConfigValue(noiseSize_, 1.0f); SetConfigValue(cursorSymbol_, '|'); SetConfigValue(bHidesAllInput_, false).callback(this, &InGameConsole::bHidesAllInputChanged); } /** @brief Called whenever bHidesAllInput_ changes. */ void InGameConsole::bHidesAllInputChanged() { if (inputState_) { if (bHidesAllInput_) { inputState_->setMouseHandler(&InputHandler::EMPTY); inputState_->setJoyStickHandler(&InputHandler::EMPTY); } else { inputState_->setMouseHandler(nullptr); inputState_->setJoyStickHandler(nullptr); } } } /** @brief Initializes the InGameConsole. */ void InGameConsole::initialise() { // create the corresponding input state inputState_ = InputManager::getInstance().createInputState("console", false, false, InputStatePriority::Console); inputState_->setKeyHandler(this->shell_->getInputBuffer()); bHidesAllInputChanged(); // create overlay and elements Ogre::OverlayManager* ovMan = Ogre::OverlayManager::getSingletonPtr(); // create actual overlay this->consoleOverlay_ = ovMan->create("InGameConsoleConsole"); // create a container this->consoleOverlayContainer_ = static_cast(ovMan->createOverlayElement("Panel", "InGameConsoleContainer")); this->consoleOverlayContainer_->setMetricsMode(Ogre::GMM_RELATIVE); this->consoleOverlayContainer_->setPosition((1 - this->relativeWidth) / 2, 0); this->consoleOverlayContainer_->setDimensions(this->relativeWidth, this->relativeHeight); this->consoleOverlay_->add2D(this->consoleOverlayContainer_); // create BorderPanel this->consoleOverlayBorder_ = static_cast(ovMan->createOverlayElement("BorderPanel", "InGameConsoleBorderPanel")); this->consoleOverlayBorder_->setMetricsMode(Ogre::GMM_PIXELS); this->consoleOverlayBorder_->setMaterialName("ConsoleCenter"); this->consoleOverlayBorder_->setBorderSize(16, 16, 0, 16); this->consoleOverlayBorder_->setBorderMaterialName("ConsoleBorder"); this->consoleOverlayBorder_->setLeftBorderUV(0.0f, 0.49f, 0.5f, 0.51f); this->consoleOverlayBorder_->setRightBorderUV(0.5f, 0.49f, 1.0f, 0.5f); this->consoleOverlayBorder_->setBottomBorderUV(0.49f, 0.5f, 0.51f, 1.0f); this->consoleOverlayBorder_->setBottomLeftBorderUV(0.0f, 0.5f, 0.5f, 1.0f); this->consoleOverlayBorder_->setBottomRightBorderUV(0.5f, 0.5f, 1.0f, 1.0f); this->consoleOverlayContainer_->addChild(this->consoleOverlayBorder_); // create a new font to match the requested size exactly Ogre::FontPtr font = static_cast (Ogre::FontManager::getSingleton().create("MonofurConsole", "General")); font->setType(Ogre::FT_TRUETYPE); font->setSource("Monofur.ttf"); font->setTrueTypeSize(18); // reto: I don't know why, but setting the resolution twice as high makes the font look a lot clearer font->setTrueTypeResolution(192); font->addCodePointRange(Ogre::Font::CodePointRange(33, 126)); font->addCodePointRange(Ogre::Font::CodePointRange(161, 255)); // create noise this->consoleOverlayNoise_ = static_cast(ovMan->createOverlayElement("Panel", "InGameConsoleNoise")); this->consoleOverlayNoise_->setMetricsMode(Ogre::GMM_PIXELS); this->consoleOverlayNoise_->setPosition(5,0); this->consoleOverlayNoise_->setMaterialName("ConsoleNoiseSmall"); // comment following line to disable noise this->consoleOverlayBorder_->addChild(this->consoleOverlayNoise_); // create the text lines this->consoleOverlayTextAreas_ = new Ogre::TextAreaOverlayElement*[LINES]; for (int i = 0; i < LINES; i++) { this->consoleOverlayTextAreas_[i] = static_cast(ovMan->createOverlayElement("TextArea", "InGameConsoleTextArea" + multi_cast(i))); this->consoleOverlayTextAreas_[i]->setMetricsMode(Ogre::GMM_PIXELS); this->consoleOverlayTextAreas_[i]->setFontName("MonofurConsole"); this->consoleOverlayTextAreas_[i]->setCharHeight(18); this->consoleOverlayTextAreas_[i]->setParameter("colour_top", "0.21 0.69 0.21"); this->consoleOverlayTextAreas_[i]->setLeft(8); this->consoleOverlayTextAreas_[i]->setCaption(""); this->consoleOverlayNoise_->addChild(this->consoleOverlayTextAreas_[i]); } // create cursor (also a text area overlay element) this->consoleOverlayCursor_ = static_cast(ovMan->createOverlayElement("TextArea", "InGameConsoleCursor")); this->consoleOverlayCursor_->setMetricsMode(Ogre::GMM_PIXELS); this->consoleOverlayCursor_->setFontName("MonofurConsole"); this->consoleOverlayCursor_->setCharHeight(18); this->consoleOverlayCursor_->setParameter("colour_top", "0.21 0.69 0.21"); this->consoleOverlayCursor_->setLeft(7); this->consoleOverlayCursor_->setCaption(std::string(this->cursorSymbol_, 1)); this->consoleOverlayNoise_->addChild(this->consoleOverlayCursor_); this->windowResized(this->getWindowWidth(), this->getWindowWidth()); // move overlay "above" the top edge of the screen // we take -1.3 because the border makes the panel bigger this->consoleOverlayContainer_->setTop(-1.3f * this->relativeHeight); orxout(internal_info) << "InGameConsole initialized" << endl; } // ############################### // ### ShellListener methods ### // ############################### /** @brief Called if all output-lines have to be redrawn. */ void InGameConsole::linesChanged() { Shell::LineList::const_iterator it = this->shell_->getNewestLineIterator(); int max = 0; for (int i = 1; i < LINES; ++i) { if (it != this->shell_->getEndIterator()) { ++it; max = i; } else break; } for (int i = LINES - 1; i > max; --i) this->print("", Shell::LineType::DebugOutput, i, true); for (int i = max; i >= 1; --i) { --it; this->print(it->first, it->second, i, true); } } /** @brief Called if a new output-line was added. */ void InGameConsole::lineAdded() { this->numLinesShifted_ = 0; this->shiftLines(); if (LINES > 1) this->print(this->shell_->getNewestLineIterator()->first, this->shell_->getNewestLineIterator()->second, 1); } /** @brief Called if the text in the input-line has changed. */ void InGameConsole::inputChanged() { if (LINES > 0) this->print(this->shell_->getInput(), Shell::LineType::Input, 0); if (this->shell_->getInput().empty()) this->inputWindowStart_ = 0; } /** @brief Called if the position of the cursor in the input-line has changed. */ void InGameConsole::cursorChanged() { unsigned int pos = this->shell_->getCursorPosition() - inputWindowStart_; if (pos > maxCharsPerLine_) pos = maxCharsPerLine_; this->consoleOverlayCursor_->setCaption(std::string(pos,' ') + cursorSymbol_); this->consoleOverlayCursor_->setTop(static_cast(this->windowH_ * this->relativeHeight) - 24.0f); } /** @brief Called if a command is about to be executed */ void InGameConsole::executed() { this->shell_->addOutput(this->shell_->getInput(), Shell::LineType::Command); } /** @brief Called if the console gets closed. */ void InGameConsole::exit() { this->deactivate(); } // ############################### // ### other external calls ### // ############################### /** @brief Used to control the actual scrolling and the cursor. */ void InGameConsole::preUpdate(const Clock& time) { if (this->scroll_ != 0) { float oldTop = this->consoleOverlayContainer_->getTop(); if (this->scroll_ > 0) { // scrolling down // enlarge oldTop a little bit so that this exponential function // reaches 0 before infinite time has passed... float deltaScroll = (oldTop - 0.01f) * time.getDeltaTime() * this->scrollSpeed_; if (oldTop - deltaScroll >= 0) { // window has completely scrolled down this->consoleOverlayContainer_->setTop(0); this->scroll_ = 0; } else this->consoleOverlayContainer_->setTop(oldTop - deltaScroll); } else { // scrolling up // note: +0.01 for the same reason as when scrolling down float deltaScroll = (1.3f * this->relativeHeight + 0.01f + oldTop) * time.getDeltaTime() * this->scrollSpeed_; if (oldTop - deltaScroll <= -1.3 * this->relativeHeight) { // window has completely scrolled up this->consoleOverlayContainer_->setTop(-1.3f * this->relativeHeight); this->scroll_ = 0; this->consoleOverlay_->hide(); } else this->consoleOverlayContainer_->setTop(oldTop - deltaScroll); } } if (this->bActive_) { this->cursor_ += time.getDeltaTime(); if (this->cursor_ >= this->blinkTime) { this->cursor_ = 0; bShowCursor_ = !bShowCursor_; if (bShowCursor_) this->consoleOverlayCursor_->show(); else this->consoleOverlayCursor_->hide(); } // this creates a flickering effect (extracts exactly 80% of the texture at a random location) float uRand = (rand() & 1023) / 1023.0f * 0.2f; float vRand = (rand() & 1023) / 1023.0f * 0.2f; this->consoleOverlayNoise_->setUV(uRand, vRand, 0.8f + uRand, 0.8f + vRand); } } /** @brief Resizes the console elements. Call if window size changes. */ void InGameConsole::windowResized(unsigned int newWidth, unsigned int newHeight) { this->windowW_ = newWidth; this->windowH_ = newHeight; this->consoleOverlayBorder_->setWidth((float)(int)(this->windowW_* this->relativeWidth)); this->consoleOverlayBorder_->setHeight((float)(int)(this->windowH_ * this->relativeHeight)); this->consoleOverlayNoise_->setWidth((float)(int)(this->windowW_ * this->relativeWidth) - 10.0f); this->consoleOverlayNoise_->setHeight((float)(int)(this->windowH_ * this->relativeHeight) - 5.0f); this->consoleOverlayNoise_->setTiling(consoleOverlayNoise_->getWidth() / (50.0f * this->noiseSize_), consoleOverlayNoise_->getHeight() / (50.0f * this->noiseSize_)); // now adjust the text lines... this->desiredTextWidth_ = static_cast(this->windowW_ * this->relativeWidth) - 24; if (LINES > 0) this->maxCharsPerLine_ = std::max(10U, static_cast(static_cast(this->desiredTextWidth_) / CHAR_WIDTH)); else this->maxCharsPerLine_ = 10; for (int i = 0; i < LINES; i++) { this->consoleOverlayTextAreas_[i]->setWidth((float)this->desiredTextWidth_); this->consoleOverlayTextAreas_[i]->setTop((float)(int)(this->windowH_ * this->relativeHeight) - 24 - 14*i); } this->linesChanged(); this->cursorChanged(); } // ############################### // ### internal methods ### // ############################### /** @brief Prints string to bottom line. @param text The string to be printed @param type The type of the text, defines the color @param index The index of the text overlay in which the string will be displayed @param alwaysShift If true the ohter lines in the console are always shifted by one line */ void InGameConsole::print(const std::string& text, Shell::LineType type, int index, bool alwaysShift) { std::string output = text; if (LINES > index) { this->colourLine(type, index); if (index > 0) { unsigned int linesUsed = 1; while (output.size() > this->maxCharsPerLine_) { ++linesUsed; this->consoleOverlayTextAreas_[index]->setCaption(multi_cast(output.substr(0, this->maxCharsPerLine_))); output.erase(0, this->maxCharsPerLine_); output.insert(0, 1, ' '); if (linesUsed > numLinesShifted_ || alwaysShift) this->shiftLines(); this->colourLine(type, index); } this->consoleOverlayTextAreas_[index]->setCaption(multi_cast(output)); this->displayedText_ = output; this->numLinesShifted_ = linesUsed; } else { if (output.size() > this->maxCharsPerLine_) { if (this->shell_->getInputBuffer()->getCursorPosition() < this->inputWindowStart_) this->inputWindowStart_ = this->shell_->getInputBuffer()->getCursorPosition(); else if (this->shell_->getInputBuffer()->getCursorPosition() >= (this->inputWindowStart_ + this->maxCharsPerLine_ - 1)) this->inputWindowStart_ = this->shell_->getInputBuffer()->getCursorPosition() - this->maxCharsPerLine_ + 1; output = output.substr(this->inputWindowStart_, this->maxCharsPerLine_); } else this->inputWindowStart_ = 0; this->displayedText_ = output; this->consoleOverlayTextAreas_[index]->setCaption(multi_cast(output)); } } } /** @brief Shows the InGameConsole. */ void InGameConsole::activate() { if (!this->bActive_) { this->bActive_ = true; InputManager::getInstance().enterState("console"); this->shell_->registerListener(this); this->windowResized(this->windowW_, this->windowH_); this->linesChanged(); this->cursorChanged(); this->consoleOverlay_->show(); // scroll down this->scroll_ = 1; // the rest is done by tick } } /** @brief Hides the InGameConsole. */ void InGameConsole::deactivate() { if (this->bActive_) { this->bActive_ = false; GUIManager::getInstance().getLuaState()->doString("inGameConsoleClosed()"); // Notify the SheetManager in lua, that the console has been closed. InputManager::getInstance().leaveState("console"); this->shell_->unregisterListener(this); // scroll up this->scroll_ = -1; // the rest is done by tick } } /** @brief Shifts all output lines one line up */ void InGameConsole::shiftLines() { for (unsigned int i = LINES - 1; i > 1; --i) { this->consoleOverlayTextAreas_[i]->setCaption(this->consoleOverlayTextAreas_[i - 1]->getCaption()); this->consoleOverlayTextAreas_[i]->setColourTop(this->consoleOverlayTextAreas_[i - 1]->getColourTop()); this->consoleOverlayTextAreas_[i]->setColourBottom(this->consoleOverlayTextAreas_[i - 1]->getColourBottom()); } } void InGameConsole::colourLine(Shell::LineType type, int index) { ColourValue colourTop, colourBottom; switch (type) { case Shell::LineType::Message: case Shell::LineType::DebugOutput: colourTop = ColourValue(0.9f, 0.9f, 0.9f); break; case Shell::LineType::UserError: colourTop = ColourValue(0.9f, 0.0f, 0.0f); break; case Shell::LineType::UserWarning: colourTop = ColourValue(0.9f, 0.5f, 0.0f); break; case Shell::LineType::UserStatus: colourTop = ColourValue(0.0f, 0.9f, 0.0f); break; case Shell::LineType::UserInfo: colourTop = ColourValue(0.0f, 0.8f, 0.8f); break; case Shell::LineType::InternalError: colourTop = ColourValue(0.5f, 0.0f, 0.0f); break; case Shell::LineType::InternalWarning: colourTop = ColourValue(0.5f, 0.2f, 0.0f); break; case Shell::LineType::InternalStatus: colourTop = ColourValue(0.0f, 0.5f, 0.0f); break; case Shell::LineType::InternalInfo: colourTop = ColourValue(0.0f, 0.4f, 0.4f); break; case Shell::LineType::Verbose: colourTop = ColourValue(0.3f, 0.3f, 0.9f); break; case Shell::LineType::VerboseMore: colourTop = ColourValue(0.2f, 0.2f, 0.7f); break; case Shell::LineType::VerboseUltra: colourTop = ColourValue(0.1f, 0.1f, 0.5f); break; case Shell::LineType::Command: colourTop = ColourValue(0.8f, 0.2f, 0.8f); break; case Shell::LineType::Hint: colourTop = ColourValue(0.4f, 0.0f, 0.4f); break; case Shell::LineType::Input: colourTop = ColourValue(0.9f, 0.9f, 0.9f); break; default: colourTop = ColourValue(0.5f, 0.5f, 0.5f); break; } colourBottom = ColourValue(sqrt(colourTop.r), sqrt(colourTop.g), sqrt(colourTop.b)); this->consoleOverlayTextAreas_[index]->setColourTop (colourTop); this->consoleOverlayTextAreas_[index]->setColourBottom(colourBottom); } // ################################ // ### static methods ### // ################################ /** @brief Activates the console. */ /*static*/ void InGameConsole::openConsole() { InGameConsole::getInstance().activate(); } /** @brief Deactivates the console. */ /*static*/ void InGameConsole::closeConsole() { GUIManager::getInstance().getLuaState()->doString("inGameConsoleClosed()"); // Notify the SheetManager in lua, that the console has been closed, but not by ESC. InGameConsole::getInstance().deactivate(); } }