ddnet/src/game/client/components/console.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/tl/sorted_array.h>
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#include <math.h>
#include <limits.h>
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#include <game/generated/client_data.h>
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#include <base/system.h>
#include <engine/serverbrowser.h>
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#include <engine/shared/ringbuffer.h>
#include <engine/shared/config.h>
#include <engine/graphics.h>
#include <engine/textrender.h>
#include <engine/storage.h>
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#include <engine/keys.h>
#include <engine/console.h>
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#include <cstring>
#include <cstdio>
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#include <game/client/ui.h>
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#include <game/version.h>
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#include <game/client/lineinput.h>
#include <game/client/render.h>
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#include <game/client/components/controls.h>
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#include <game/client/components/menus.h>
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#include "console.h"
CGameConsole::CInstance::CInstance(int Type)
{
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m_pHistoryEntry = 0x0;
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m_Type = Type;
if(Type == CGameConsole::CONSOLETYPE_LOCAL)
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m_CompletionFlagmask = CFGFLAG_CLIENT;
else
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m_CompletionFlagmask = CFGFLAG_SERVER;
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m_aCompletionBuffer[0] = 0;
m_CompletionChosen = -1;
m_CompletionRenderOffset = 0.0f;
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m_ReverseTAB = false;
m_aUser[0] = '\0';
m_UserGot = false;
m_UsernameReq = false;
m_IsCommand = false;
}
void CGameConsole::CInstance::Init(CGameConsole *pGameConsole)
{
m_pGameConsole = pGameConsole;
};
void CGameConsole::CInstance::ClearBacklog()
{
m_Backlog.Init();
m_BacklogActPage = 0;
}
void CGameConsole::CInstance::ClearHistory()
{
m_History.Init();
m_pHistoryEntry = 0;
}
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void CGameConsole::CInstance::ExecuteLine(const char *pLine)
{
if(m_Type == CGameConsole::CONSOLETYPE_LOCAL)
m_pGameConsole->m_pConsole->ExecuteLine(pLine);
else
{
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if(m_pGameConsole->Client()->RconAuthed())
m_pGameConsole->Client()->Rcon(pLine);
else
{
if(!m_UserGot && m_UsernameReq)
{
m_UserGot = true;
str_copy(m_aUser, pLine, sizeof m_aUser);
}
else
{
m_pGameConsole->Client()->RconAuth(m_aUser, pLine);
m_UserGot = false;
}
}
}
}
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void CGameConsole::CInstance::PossibleCommandsCompleteCallback(const char *pStr, void *pUser)
{
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CGameConsole::CInstance *pInstance = (CGameConsole::CInstance *)pUser;
if(pInstance->m_CompletionChosen == pInstance->m_CompletionEnumerationCount)
pInstance->m_Input.Set(pStr);
pInstance->m_CompletionEnumerationCount++;
}
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void CGameConsole::CInstance::OnInput(IInput::CEvent Event)
{
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bool Handled = false;
if(m_pGameConsole->Input()->KeyIsPressed(KEY_LCTRL) && m_pGameConsole->Input()->KeyPress(KEY_V))
{
const char *Text = m_pGameConsole->Input()->GetClipboardText();
if(Text)
{
char Line[256];
int i, Begin = 0;
for(i = 0; i < str_length(Text); i++)
{
if(Text[i] == '\n')
{
if(i == Begin)
{
Begin++;
continue;
}
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int max = min(i - Begin + 1, (int)sizeof(Line));
str_copy(Line, Text + Begin, max);
Begin = i+1;
ExecuteLine(Line);
}
}
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int max = min(i - Begin + 1, (int)sizeof(Line));
str_copy(Line, Text + Begin, max);
Begin = i+1;
m_Input.Add(Line);
}
}
if(m_pGameConsole->Input()->KeyIsPressed(KEY_LCTRL) && m_pGameConsole->Input()->KeyPress(KEY_C))
{
m_pGameConsole->Input()->SetClipboardText(m_Input.GetString());
}
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if(Event.m_Flags&IInput::FLAG_PRESS)
{
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if(Event.m_Key == KEY_RETURN || Event.m_Key == KEY_KP_ENTER)
{
if(m_Input.GetString()[0] || (m_UsernameReq && !m_pGameConsole->Client()->RconAuthed() && !m_UserGot))
{
if(m_Type == CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed())
{
char *pEntry = m_History.Allocate(m_Input.GetLength()+1);
mem_copy(pEntry, m_Input.GetString(), m_Input.GetLength()+1);
}
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ExecuteLine(m_Input.GetString());
m_Input.Clear();
m_pHistoryEntry = 0x0;
}
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Handled = true;
}
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else if (Event.m_Key == KEY_UP)
{
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if (m_pHistoryEntry)
{
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char *pTest = m_History.Prev(m_pHistoryEntry);
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if (pTest)
m_pHistoryEntry = pTest;
}
else
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m_pHistoryEntry = m_History.Last();
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if (m_pHistoryEntry)
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m_Input.Set(m_pHistoryEntry);
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Handled = true;
}
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else if (Event.m_Key == KEY_DOWN)
{
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if (m_pHistoryEntry)
m_pHistoryEntry = m_History.Next(m_pHistoryEntry);
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if (m_pHistoryEntry)
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m_Input.Set(m_pHistoryEntry);
else
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m_Input.Clear();
Handled = true;
}
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else if(Event.m_Key == KEY_TAB)
{
if(m_Type == CGameConsole::CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed())
{
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if(m_ReverseTAB)
m_CompletionChosen--;
else
m_CompletionChosen++;
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m_CompletionEnumerationCount = 0;
m_pGameConsole->m_pConsole->PossibleCommands(m_aCompletionBuffer, m_CompletionFlagmask, m_Type != CGameConsole::CONSOLETYPE_LOCAL &&
m_pGameConsole->Client()->RconAuthed() && m_pGameConsole->Client()->UseTempRconCommands(), PossibleCommandsCompleteCallback, this);
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// handle wrapping
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if(m_CompletionEnumerationCount && (m_CompletionChosen >= m_CompletionEnumerationCount || m_CompletionChosen <0))
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{
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m_CompletionChosen= (m_CompletionChosen + m_CompletionEnumerationCount) % m_CompletionEnumerationCount;
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m_CompletionEnumerationCount = 0;
m_pGameConsole->m_pConsole->PossibleCommands(m_aCompletionBuffer, m_CompletionFlagmask, m_Type != CGameConsole::CONSOLETYPE_LOCAL &&
m_pGameConsole->Client()->RconAuthed() && m_pGameConsole->Client()->UseTempRconCommands(), PossibleCommandsCompleteCallback, this);
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}
}
}
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else if(Event.m_Key == KEY_PAGEUP)
{
++m_BacklogActPage;
}
else if(Event.m_Key == KEY_PAGEDOWN)
{
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--m_BacklogActPage;
if(m_BacklogActPage < 0)
m_BacklogActPage = 0;
}
else if(Event.m_Key == KEY_HOME)
{
m_BacklogActPage = INT_MAX;
}
else if(Event.m_Key == KEY_END)
{
m_BacklogActPage = 0;
}
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else if(Event.m_Key == KEY_LSHIFT)
{
m_ReverseTAB = true;
Handled = true;
}
}
if(Event.m_Flags&IInput::FLAG_RELEASE && Event.m_Key == KEY_LSHIFT)
{
m_ReverseTAB = false;
Handled = true;
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}
if(!Handled)
m_Input.ProcessInput(Event);
if(Event.m_Flags & (IInput::FLAG_PRESS|IInput::FLAG_TEXT))
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{
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if((Event.m_Key != KEY_TAB) && (Event.m_Key != KEY_LSHIFT))
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{
m_CompletionChosen = -1;
str_copy(m_aCompletionBuffer, m_Input.GetString(), sizeof(m_aCompletionBuffer));
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m_CompletionRenderOffset = 0.0f;
}
// find the current command
{
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char aBuf[64] = {0};
const char *pSrc = GetString();
int i = 0;
for(; i < (int)sizeof(aBuf)-1 && *pSrc && *pSrc != ' '; i++, pSrc++)
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aBuf[i] = *pSrc;
aBuf[i] = 0;
const IConsole::CCommandInfo *pCommand = m_pGameConsole->m_pConsole->GetCommandInfo(aBuf, m_CompletionFlagmask,
m_Type != CGameConsole::CONSOLETYPE_LOCAL && m_pGameConsole->Client()->RconAuthed() && m_pGameConsole->Client()->UseTempRconCommands());
if(pCommand)
{
m_IsCommand = true;
str_copy(m_aCommandName, pCommand->m_pName, IConsole::TEMPCMD_NAME_LENGTH);
str_copy(m_aCommandHelp, pCommand->m_pHelp, IConsole::TEMPCMD_HELP_LENGTH);
str_copy(m_aCommandParams, pCommand->m_pParams, IConsole::TEMPCMD_PARAMS_LENGTH);
}
else
m_IsCommand = false;
}
}
}
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void CGameConsole::CInstance::PrintLine(const char *pLine, bool Highlighted)
{
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int Len = str_length(pLine);
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if (Len > 255)
Len = 255;
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CBacklogEntry *pEntry = m_Backlog.Allocate(sizeof(CBacklogEntry)+Len);
pEntry->m_YOffset = -1.0f;
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pEntry->m_Highlighted = Highlighted;
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mem_copy(pEntry->m_aText, pLine, Len);
pEntry->m_aText[Len] = 0;
}
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CGameConsole::CGameConsole()
: m_LocalConsole(CONSOLETYPE_LOCAL), m_RemoteConsole(CONSOLETYPE_REMOTE)
{
m_ConsoleType = CONSOLETYPE_LOCAL;
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m_ConsoleState = CONSOLE_CLOSED;
m_StateChangeEnd = 0.0f;
m_StateChangeDuration = 0.1f;
}
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float CGameConsole::TimeNow()
{
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static long long s_TimeStart = time_get();
return float(time_get()-s_TimeStart)/float(time_freq());
}
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CGameConsole::CInstance *CGameConsole::CurrentConsole()
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{
if(m_ConsoleType == CONSOLETYPE_REMOTE)
return &m_RemoteConsole;
return &m_LocalConsole;
}
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void CGameConsole::OnReset()
{
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}
// only defined for 0<=t<=1
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static float ConsoleScaleFunc(float t)
{
//return t;
return sinf(acosf(1.0f-t));
}
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struct CRenderInfo
{
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CGameConsole *m_pSelf;
CTextCursor m_Cursor;
const char *m_pCurrentCmd;
int m_WantedCompletion;
int m_EnumCount;
float m_Offset;
float m_Width;
};
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void CGameConsole::PossibleCommandsRenderCallback(const char *pStr, void *pUser)
{
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CRenderInfo *pInfo = static_cast<CRenderInfo *>(pUser);
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if(pInfo->m_EnumCount == pInfo->m_WantedCompletion)
{
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float tw = pInfo->m_pSelf->TextRender()->TextWidth(pInfo->m_Cursor.m_pFont, pInfo->m_Cursor.m_FontSize, pStr, -1);
pInfo->m_pSelf->Graphics()->TextureSet(-1);
pInfo->m_pSelf->Graphics()->QuadsBegin();
pInfo->m_pSelf->Graphics()->SetColor(229.0f/255.0f,185.0f/255.0f,4.0f/255.0f,0.85f);
pInfo->m_pSelf->RenderTools()->DrawRoundRect(pInfo->m_Cursor.m_X-3, pInfo->m_Cursor.m_Y, tw+5, pInfo->m_Cursor.m_FontSize+4, pInfo->m_Cursor.m_FontSize/3);
pInfo->m_pSelf->Graphics()->QuadsEnd();
// scroll when out of sight
if(pInfo->m_Cursor.m_X < 3.0f)
pInfo->m_Offset = 0.0f;
else if(pInfo->m_Cursor.m_X+tw > pInfo->m_Width)
pInfo->m_Offset -= pInfo->m_Width/2;
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pInfo->m_pSelf->TextRender()->TextColor(0.05f, 0.05f, 0.05f,1);
pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, -1);
}
else
{
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const char *pMatchStart = str_find_nocase(pStr, pInfo->m_pCurrentCmd);
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if(pMatchStart)
{
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pInfo->m_pSelf->TextRender()->TextColor(0.5f,0.5f,0.5f,1);
pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, pMatchStart-pStr);
pInfo->m_pSelf->TextRender()->TextColor(229.0f/255.0f,185.0f/255.0f,4.0f/255.0f,1);
pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pMatchStart, str_length(pInfo->m_pCurrentCmd));
pInfo->m_pSelf->TextRender()->TextColor(0.5f,0.5f,0.5f,1);
pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pMatchStart+str_length(pInfo->m_pCurrentCmd), -1);
}
else
{
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pInfo->m_pSelf->TextRender()->TextColor(0.75f,0.75f,0.75f,1);
pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, -1);
}
}
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pInfo->m_EnumCount++;
pInfo->m_Cursor.m_X += 7.0f;
}
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void CGameConsole::OnRender()
{
CUIRect Screen = *UI()->Screen();
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float ConsoleMaxHeight = Screen.h*3/5.0f;
float ConsoleHeight;
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float Progress = (TimeNow()-(m_StateChangeEnd-m_StateChangeDuration))/float(m_StateChangeDuration);
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if (Progress >= 1.0f)
{
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if (m_ConsoleState == CONSOLE_CLOSING)
m_ConsoleState = CONSOLE_CLOSED;
else if (m_ConsoleState == CONSOLE_OPENING)
m_ConsoleState = CONSOLE_OPEN;
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Progress = 1.0f;
}
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if (m_ConsoleState == CONSOLE_OPEN && g_Config.m_ClEditor)
Toggle(CONSOLETYPE_LOCAL);
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if (m_ConsoleState == CONSOLE_CLOSED)
return;
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if (m_ConsoleState == CONSOLE_OPEN)
Input()->MouseModeAbsolute();
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float ConsoleHeightScale;
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if (m_ConsoleState == CONSOLE_OPENING)
ConsoleHeightScale = ConsoleScaleFunc(Progress);
else if (m_ConsoleState == CONSOLE_CLOSING)
ConsoleHeightScale = ConsoleScaleFunc(1.0f-Progress);
else //if (console_state == CONSOLE_OPEN)
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ConsoleHeightScale = ConsoleScaleFunc(1.0f);
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ConsoleHeight = ConsoleHeightScale*ConsoleMaxHeight;
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Graphics()->MapScreen(Screen.x, Screen.y, Screen.w, Screen.h);
// do console shadow
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Graphics()->TextureSet(-1);
Graphics()->QuadsBegin();
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IGraphics::CColorVertex Array[4] = {
IGraphics::CColorVertex(0, 0,0,0, 0.5f),
IGraphics::CColorVertex(1, 0,0,0, 0.5f),
IGraphics::CColorVertex(2, 0,0,0, 0.0f),
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IGraphics::CColorVertex(3, 0,0,0, 0.0f)};
Graphics()->SetColorVertex(Array, 4);
IGraphics::CQuadItem QuadItem(0, ConsoleHeight, Screen.w, 10.0f);
Graphics()->QuadsDrawTL(&QuadItem, 1);
Graphics()->QuadsEnd();
// do background
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_CONSOLE_BG].m_Id);
Graphics()->QuadsBegin();
Graphics()->SetColor(0.2f, 0.2f, 0.2f,0.9f);
if(m_ConsoleType == CONSOLETYPE_REMOTE)
Graphics()->SetColor(0.4f, 0.2f, 0.2f,0.9f);
Graphics()->QuadsSetSubset(0,-ConsoleHeight*0.075f,Screen.w*0.075f*0.5f,0);
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QuadItem = IGraphics::CQuadItem(0, 0, Screen.w, ConsoleHeight);
Graphics()->QuadsDrawTL(&QuadItem, 1);
Graphics()->QuadsEnd();
// do small bar shadow
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Graphics()->TextureSet(-1);
Graphics()->QuadsBegin();
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Array[0] = IGraphics::CColorVertex(0, 0,0,0, 0.0f);
Array[1] = IGraphics::CColorVertex(1, 0,0,0, 0.0f);
Array[2] = IGraphics::CColorVertex(2, 0,0,0, 0.25f);
Array[3] = IGraphics::CColorVertex(3, 0,0,0, 0.25f);
Graphics()->SetColorVertex(Array, 4);
QuadItem = IGraphics::CQuadItem(0, ConsoleHeight-20, Screen.w, 10);
Graphics()->QuadsDrawTL(&QuadItem, 1);
Graphics()->QuadsEnd();
// do the lower bar
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_CONSOLE_BAR].m_Id);
Graphics()->QuadsBegin();
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.9f);
Graphics()->QuadsSetSubset(0,0.1f,Screen.w*0.015f,1-0.1f);
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QuadItem = IGraphics::CQuadItem(0,ConsoleHeight-10.0f,Screen.w,10.0f);
Graphics()->QuadsDrawTL(&QuadItem, 1);
Graphics()->QuadsEnd();
ConsoleHeight -= 22.0f;
CInstance *pConsole = CurrentConsole();
{
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float FontSize = 10.0f;
float RowHeight = FontSize*1.25f;
float x = 3;
float y = ConsoleHeight - RowHeight - 5.0f;
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CRenderInfo Info;
Info.m_pSelf = this;
Info.m_WantedCompletion = pConsole->m_CompletionChosen;
Info.m_EnumCount = 0;
Info.m_Offset = pConsole->m_CompletionRenderOffset;
Info.m_Width = Screen.w;
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Info.m_pCurrentCmd = pConsole->m_aCompletionBuffer;
TextRender()->SetCursor(&Info.m_Cursor, x+Info.m_Offset, y+RowHeight+2.0f, FontSize, TEXTFLAG_RENDER);
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// render prompt
CTextCursor Cursor;
TextRender()->SetCursor(&Cursor, x, y, FontSize, TEXTFLAG_RENDER);
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const char *pPrompt = "> ";
if(m_ConsoleType == CONSOLETYPE_REMOTE)
{
if(Client()->State() == IClient::STATE_LOADING || Client()->State() == IClient::STATE_ONLINE)
{
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if(Client()->RconAuthed())
pPrompt = "rcon> ";
else
{
if(pConsole->m_UsernameReq)
{
if(!pConsole->m_UserGot)
pPrompt = "Enter Username> ";
else
pPrompt = "Enter Password> ";
}
else
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pPrompt = "Enter Password> ";
}
}
else
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pPrompt = "NOT CONNECTED> ";
}
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TextRender()->TextEx(&Cursor, pPrompt, -1);
x = Cursor.m_X;
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//console text editing
bool Editing = false;
int EditingCursor = Input()->GetEditingCursor();
if (Input()->GetIMEState())
{
if(str_length(Input()->GetIMECandidate()))
{
pConsole->m_Input.Editing(Input()->GetIMECandidate(), EditingCursor);
Editing = true;
}
}
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//hide rcon password
char aInputString[512];
str_copy(aInputString, pConsole->m_Input.GetString(Editing), sizeof(aInputString));
if(m_ConsoleType == CONSOLETYPE_REMOTE && Client()->State() == IClient::STATE_ONLINE && !Client()->RconAuthed() && (pConsole->m_UserGot || !pConsole->m_UsernameReq))
{
for(int i = 0; i < pConsole->m_Input.GetLength(Editing); ++i)
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aInputString[i] = '*';
}
// render console input (wrap line)
TextRender()->SetCursor(&Cursor, x, y, FontSize, 0);
Cursor.m_LineWidth = Screen.w - 10.0f - x;
TextRender()->TextEx(&Cursor, aInputString, pConsole->m_Input.GetCursorOffset(Editing));
TextRender()->TextEx(&Cursor, aInputString+pConsole->m_Input.GetCursorOffset(Editing), -1);
int Lines = Cursor.m_LineCount;
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y -= (Lines - 1) * FontSize;
TextRender()->SetCursor(&Cursor, x, y, FontSize, TEXTFLAG_RENDER);
Cursor.m_LineWidth = Screen.w - 10.0f - x;
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TextRender()->TextEx(&Cursor, aInputString, pConsole->m_Input.GetCursorOffset(Editing));
static float MarkerOffset = TextRender()->TextWidth(0, FontSize, "|", -1)/3;
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CTextCursor Marker = Cursor;
Marker.m_X -= MarkerOffset;
Marker.m_LineWidth = -1;
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TextRender()->TextEx(&Marker, "|", -1);
TextRender()->TextEx(&Cursor, aInputString+pConsole->m_Input.GetCursorOffset(Editing), -1);
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// render possible commands
if(m_ConsoleType == CONSOLETYPE_LOCAL || Client()->RconAuthed())
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{
if(pConsole->m_Input.GetString()[0] != 0)
{
m_pConsole->PossibleCommands(pConsole->m_aCompletionBuffer, pConsole->m_CompletionFlagmask, m_ConsoleType != CGameConsole::CONSOLETYPE_LOCAL &&
Client()->RconAuthed() && Client()->UseTempRconCommands(), PossibleCommandsRenderCallback, &Info);
pConsole->m_CompletionRenderOffset = Info.m_Offset;
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if(Info.m_EnumCount <= 0)
{
if(pConsole->m_IsCommand)
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{
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "Help: %s ", pConsole->m_aCommandHelp);
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TextRender()->TextEx(&Info.m_Cursor, aBuf, -1);
TextRender()->TextColor(0.75f, 0.75f, 0.75f, 1);
str_format(aBuf, sizeof(aBuf), "Usage: %s %s", pConsole->m_aCommandName, pConsole->m_aCommandParams);
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TextRender()->TextEx(&Info.m_Cursor, aBuf, -1);
}
}
}
}
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vec3 rgb = HslToRgb(vec3(g_Config.m_ClMessageHighlightHue / 255.0f, g_Config.m_ClMessageHighlightSat / 255.0f, g_Config.m_ClMessageHighlightLht / 255.0f));
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// render log (actual page, wrap lines)
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CInstance::CBacklogEntry *pEntry = pConsole->m_Backlog.Last();
float OffsetY = 0.0f;
float LineOffset = 1.0f;
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for(int Page = 0; Page <= pConsole->m_BacklogActPage; ++Page, OffsetY = 0.0f)
{
while(pEntry)
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{
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if(pEntry->m_Highlighted)
TextRender()->TextColor(rgb.r, rgb.g, rgb.b, 1);
else
TextRender()->TextColor(1,1,1,1);
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// get y offset (calculate it if we haven't yet)
if(pEntry->m_YOffset < 0.0f)
{
TextRender()->SetCursor(&Cursor, 0.0f, 0.0f, FontSize, 0);
Cursor.m_LineWidth = Screen.w-10;
TextRender()->TextEx(&Cursor, pEntry->m_aText, -1);
pEntry->m_YOffset = Cursor.m_Y+Cursor.m_FontSize+LineOffset;
}
OffsetY += pEntry->m_YOffset;
// next page when lines reach the top
if(y-OffsetY <= RowHeight)
break;
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// just render output from actual backlog page (render bottom up)
if(Page == pConsole->m_BacklogActPage)
{
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TextRender()->SetCursor(&Cursor, 0.0f, y-OffsetY, FontSize, TEXTFLAG_RENDER);
Cursor.m_LineWidth = Screen.w-10.0f;
TextRender()->TextEx(&Cursor, pEntry->m_aText, -1);
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}
pEntry = pConsole->m_Backlog.Prev(pEntry);
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// reset color
TextRender()->TextColor(1,1,1,1);
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}
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// actual backlog page number is too high, render last available page (current checked one, render top down)
if(!pEntry && Page < pConsole->m_BacklogActPage)
{
pConsole->m_BacklogActPage = Page;
pEntry = pConsole->m_Backlog.First();
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while(OffsetY > 0.0f && pEntry)
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{
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TextRender()->SetCursor(&Cursor, 0.0f, y-OffsetY, FontSize, TEXTFLAG_RENDER);
Cursor.m_LineWidth = Screen.w-10.0f;
TextRender()->TextEx(&Cursor, pEntry->m_aText, -1);
OffsetY -= pEntry->m_YOffset;
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pEntry = pConsole->m_Backlog.Next(pEntry);
}
break;
}
}
// render page
char aBuf[128];
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TextRender()->TextColor(1,1,1,1);
str_format(aBuf, sizeof(aBuf), Localize("-Page %d-"), pConsole->m_BacklogActPage+1);
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TextRender()->Text(0, 10.0f, FontSize / 2.f, FontSize, aBuf, -1);
// render version
str_format(aBuf, sizeof(aBuf), "v%s", GAME_VERSION);
float Width = TextRender()->TextWidth(0, FontSize, aBuf, -1);
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TextRender()->Text(0, Screen.w-Width-10.0f, FontSize / 2.f, FontSize, aBuf, -1);
}
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}
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void CGameConsole::OnMessage(int MsgType, void *pRawMsg)
{
}
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bool CGameConsole::OnInput(IInput::CEvent Event)
{
// accept input when opening, but not at first frame to discard the input that caused the console to open
if(m_ConsoleState != CONSOLE_OPEN && (m_ConsoleState != CONSOLE_OPENING || m_StateChangeEnd == TimeNow()+m_StateChangeDuration))
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return false;
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if((Event.m_Key >= KEY_F1 && Event.m_Key <= KEY_F12) || (Event.m_Key >= KEY_F13 && Event.m_Key <= KEY_F24))
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return false;
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if(Event.m_Key == KEY_ESCAPE && (Event.m_Flags&IInput::FLAG_PRESS))
Toggle(m_ConsoleType);
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else
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CurrentConsole()->OnInput(Event);
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return true;
}
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void CGameConsole::Toggle(int Type)
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{
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if(m_ConsoleType != Type && (m_ConsoleState == CONSOLE_OPEN || m_ConsoleState == CONSOLE_OPENING))
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{
// don't toggle console, just switch what console to use
}
else
{
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if (m_ConsoleState == CONSOLE_CLOSED || m_ConsoleState == CONSOLE_OPEN)
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{
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m_StateChangeEnd = TimeNow()+m_StateChangeDuration;
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}
else
{
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float Progress = m_StateChangeEnd-TimeNow();
float ReversedProgress = m_StateChangeDuration-Progress;
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m_StateChangeEnd = TimeNow()+ReversedProgress;
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}
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if (m_ConsoleState == CONSOLE_CLOSED || m_ConsoleState == CONSOLE_CLOSING)
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{
/*Input()->MouseModeAbsolute();
m_pClient->m_pMenus->UseMouseButtons(false);*/
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m_ConsoleState = CONSOLE_OPENING;
/*// reset controls
m_pClient->m_pControls->OnReset();*/
Input()->SetIMEState(true);
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}
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else
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{
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Input()->MouseModeRelative();
m_pClient->m_pMenus->UseMouseButtons(true);
m_pClient->OnRelease();
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m_ConsoleState = CONSOLE_CLOSING;
Input()->SetIMEState(false);
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}
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}
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m_ConsoleType = Type;
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}
void CGameConsole::Dump(int Type)
{
CInstance *pConsole = Type == CONSOLETYPE_REMOTE ? &m_RemoteConsole : &m_LocalConsole;
char aFilename[128];
char aDate[20];
str_timestamp(aDate, sizeof(aDate));
str_format(aFilename, sizeof(aFilename), "dumps/%s_dump_%s.txt", Type==CONSOLETYPE_REMOTE?"remote_console":"local_console", aDate);
IOHANDLE io = Storage()->OpenFile(aFilename, IOFLAG_WRITE, IStorage::TYPE_SAVE);
if(io)
{
for(CInstance::CBacklogEntry *pEntry = pConsole->m_Backlog.First(); pEntry; pEntry = pConsole->m_Backlog.Next(pEntry))
{
io_write(io, pEntry->m_aText, str_length(pEntry->m_aText));
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io_write_newline(io);
}
io_close(io);
}
}
void CGameConsole::ConToggleLocalConsole(IConsole::IResult *pResult, void *pUserData)
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{
((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_LOCAL);
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}
void CGameConsole::ConToggleRemoteConsole(IConsole::IResult *pResult, void *pUserData)
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{
((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_REMOTE);
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}
void CGameConsole::ConClearLocalConsole(IConsole::IResult *pResult, void *pUserData)
{
((CGameConsole *)pUserData)->m_LocalConsole.ClearBacklog();
}
void CGameConsole::ConClearRemoteConsole(IConsole::IResult *pResult, void *pUserData)
{
((CGameConsole *)pUserData)->m_RemoteConsole.ClearBacklog();
}
void CGameConsole::ConDumpLocalConsole(IConsole::IResult *pResult, void *pUserData)
{
((CGameConsole *)pUserData)->Dump(CONSOLETYPE_LOCAL);
}
void CGameConsole::ConDumpRemoteConsole(IConsole::IResult *pResult, void *pUserData)
{
((CGameConsole *)pUserData)->Dump(CONSOLETYPE_REMOTE);
}
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void CGameConsole::ClientConsolePrintCallback(const char *pStr, void *pUserData, bool Highlighted)
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{
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((CGameConsole *)pUserData)->m_LocalConsole.PrintLine(pStr, Highlighted);
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}
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void CGameConsole::ConchainConsoleOutputLevelUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments() == 1)
{
CGameConsole *pThis = static_cast<CGameConsole *>(pUserData);
pThis->Console()->SetPrintOutputLevel(pThis->m_PrintCBIndex, pResult->GetInteger(0));
}
}
void CGameConsole::RequireUsername(bool UsernameReq)
{
if((m_RemoteConsole.m_UsernameReq = UsernameReq))
{
m_RemoteConsole.m_aUser[0] = '\0';
m_RemoteConsole.m_UserGot = false;
}
}
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void CGameConsole::PrintLine(int Type, const char *pLine)
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{
if(Type == CONSOLETYPE_LOCAL)
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m_LocalConsole.PrintLine(pLine);
else if(Type == CONSOLETYPE_REMOTE)
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m_RemoteConsole.PrintLine(pLine);
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}
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void CGameConsole::OnConsoleInit()
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{
// init console instances
m_LocalConsole.Init(this);
m_RemoteConsole.Init(this);
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m_pConsole = Kernel()->RequestInterface<IConsole>();
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//
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m_PrintCBIndex = Console()->RegisterPrintCallback(g_Config.m_ConsoleOutputLevel, ClientConsolePrintCallback, this);
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Console()->Register("toggle_local_console", "", CFGFLAG_CLIENT, ConToggleLocalConsole, this, "Toggle local console");
Console()->Register("toggle_remote_console", "", CFGFLAG_CLIENT, ConToggleRemoteConsole, this, "Toggle remote console");
Console()->Register("clear_local_console", "", CFGFLAG_CLIENT, ConClearLocalConsole, this, "Clear local console");
Console()->Register("clear_remote_console", "", CFGFLAG_CLIENT, ConClearRemoteConsole, this, "Clear remote console");
Console()->Register("dump_local_console", "", CFGFLAG_CLIENT, ConDumpLocalConsole, this, "Dump local console");
Console()->Register("dump_remote_console", "", CFGFLAG_CLIENT, ConDumpRemoteConsole, this, "Dump remote console");
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Console()->Chain("console_output_level", ConchainConsoleOutputLevelUpdate, this);
}
void CGameConsole::OnStateChange(int NewState, int OldState)
{
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if(OldState == IClient::STATE_ONLINE && NewState < IClient::STATE_LOADING)
{
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m_RemoteConsole.m_UserGot = false;
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m_RemoteConsole.m_aUser[0] = '\0';
m_RemoteConsole.m_Input.Clear();
m_RemoteConsole.m_UsernameReq = false;
}
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}