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 <math.h>
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#include <game/generated/client_data.h>
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#include <base/system.h>
#include <base/tl/sorted_array.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"
enum
{
CONSOLE_CLOSED,
CONSOLE_OPENING,
CONSOLE_OPEN,
CONSOLE_CLOSING,
};
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_pCommand = 0x0;
}
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, 4, IConsole::CONSOLELEVEL_USER);
else
{
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if(m_pGameConsole->Client()->RconAuthed())
m_pGameConsole->Client()->Rcon(pLine);
else
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m_pGameConsole->Client()->RconAuth("", pLine);
}
}
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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;
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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)
{
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if(m_Input.GetString()[0])
{
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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unsigned int Len = str_length(m_pHistoryEntry);
if (Len < sizeof(m_Input) - 1) // TODO: WTF?
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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unsigned int Len = str_length(m_pHistoryEntry);
if (Len < sizeof(m_Input) - 1) // TODO: WTF?
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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m_CompletionChosen++;
m_CompletionEnumerationCount = 0;
m_pGameConsole->m_pConsole->PossibleCommands(m_aCompletionBuffer, m_CompletionFlagmask, PossibleCommandsCompleteCallback, this);
// handle wrapping
if(m_CompletionEnumerationCount && m_CompletionChosen >= m_CompletionEnumerationCount)
{
m_CompletionChosen %= m_CompletionEnumerationCount;
m_CompletionEnumerationCount = 0;
m_pGameConsole->m_pConsole->PossibleCommands(m_aCompletionBuffer, m_CompletionFlagmask, PossibleCommandsCompleteCallback, this);
}
}
}
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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;
}
}
if(!Handled)
m_Input.ProcessInput(Event);
if(Event.m_Flags&IInput::FLAG_PRESS)
{
if(Event.m_Key != KEY_TAB)
{
m_CompletionChosen = -1;
str_copy(m_aCompletionBuffer, m_Input.GetString(), sizeof(m_aCompletionBuffer));
}
// 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;
m_pCommand = m_pGameConsole->m_pConsole->GetCommandInfo(aBuf, m_CompletionFlagmask);
}
}
}
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void CGameConsole::CInstance::PrintLine(const char *pLine)
{
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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;
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)
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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()
{
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CUIRect Screen = *UI()->Screen();
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),
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);
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Graphics()->QuadsEnd();
// do background
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_CONSOLE_BG].m_Id);
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Graphics()->QuadsBegin();
Graphics()->SetColor(0.2f, 0.2f, 0.2f,0.9f);
if(m_ConsoleType == CONSOLETYPE_REMOTE)
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Graphics()->SetColor(0.4f, 0.2f, 0.2f,0.9f);
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Graphics()->QuadsSetSubset(0,-ConsoleHeight*0.075f,Screen.w*0.075f*0.5f,0);
QuadItem = IGraphics::CQuadItem(0, 0, Screen.w, ConsoleHeight);
Graphics()->QuadsDrawTL(&QuadItem, 1);
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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);
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Graphics()->QuadsEnd();
// do the lower bar
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_CONSOLE_BAR].m_Id);
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Graphics()->QuadsBegin();
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.9f);
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Graphics()->QuadsSetSubset(0,0.1f,Screen.w*0.015f,1-0.1f);
QuadItem = IGraphics::CQuadItem(0,ConsoleHeight-10.0f,Screen.w,10.0f);
Graphics()->QuadsDrawTL(&QuadItem, 1);
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Graphics()->QuadsEnd();
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ConsoleHeight -= 22.0f;
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CInstance *pConsole = CurrentConsole();
{
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float FontSize = 10.0f;
float RowHeight = FontSize*1.25f;
float x = 3;
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float y = ConsoleHeight - RowHeight - 2;
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// render prompt
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CTextCursor Cursor;
TextRender()->SetCursor(&Cursor, x, y, FontSize, TEXTFLAG_RENDER);
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+12.0f, FontSize, TEXTFLAG_RENDER);
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const char *pPrompt = "> ";
if(m_ConsoleType == CONSOLETYPE_REMOTE)
{
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if(Client()->State() == IClient::STATE_ONLINE)
{
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if(Client()->RconAuthed())
pPrompt = "rcon> ";
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;
// render version
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char aBuf[128];
str_format(aBuf, sizeof(aBuf), "v%s", GAME_VERSION);
float VersionWidth = TextRender()->TextWidth(0, FontSize, aBuf, -1);
TextRender()->Text(0, Screen.w-VersionWidth-5, y, FontSize, aBuf, -1);
// render console input (wrap line)
int Lines = TextRender()->TextLineCount(0, FontSize, pConsole->m_Input.GetString(), Screen.w - (VersionWidth + 10 + x));
y -= (Lines - 1) * FontSize;
TextRender()->SetCursor(&Cursor, x, y, FontSize, TEXTFLAG_RENDER);
Cursor.m_LineWidth = Screen.w - (VersionWidth + 10 + x);
//hide rcon password
char aInputString[256];
str_copy(aInputString, pConsole->m_Input.GetString(), sizeof(aInputString));
if(m_ConsoleType == CONSOLETYPE_REMOTE && Client()->State() == IClient::STATE_ONLINE && !Client()->RconAuthed())
{
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for(int i = 0; i < pConsole->m_Input.GetLength(); ++i)
aInputString[i] = '*';
}
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TextRender()->TextEx(&Cursor, aInputString, pConsole->m_Input.GetCursorOffset());
CTextCursor Marker = Cursor;
TextRender()->TextEx(&Marker, "|", -1);
TextRender()->TextEx(&Cursor, aInputString+pConsole->m_Input.GetCursorOffset(), -1);
// render possible commands
if(m_ConsoleType == CONSOLETYPE_LOCAL || Client()->RconAuthed())
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{
if(pConsole->m_Input.GetString()[0] != 0)
{
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m_pConsole->PossibleCommands(pConsole->m_aCompletionBuffer, pConsole->m_CompletionFlagmask, PossibleCommandsRenderCallback, &Info);
pConsole->m_CompletionRenderOffset = Info.m_Offset;
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if(Info.m_EnumCount <= 0)
{
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if(pConsole->m_pCommand)
{
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "Help: %s ", pConsole->m_pCommand->m_pHelp);
TextRender()->TextEx(&Info.m_Cursor, aBuf, -1);
TextRender()->TextColor(0.75f, 0.75f, 0.75f, 1);
str_format(aBuf, sizeof(aBuf), "Syntax: %s %s", pConsole->m_pCommand->m_pName, pConsole->m_pCommand->m_pParams);
TextRender()->TextEx(&Info.m_Cursor, aBuf, -1);
}
}
}
}
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TextRender()->TextColor(1,1,1,1);
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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;
for(int Page = 0; Page <= pConsole->m_BacklogActPage; ++Page, OffsetY = 0.0f)
{
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// next page when lines reach the top
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while(y-OffsetY > RowHeight && pEntry)
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{
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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;
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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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// 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;
}
}
}
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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)
{
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if(m_ConsoleState == CONSOLE_CLOSED)
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return false;
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if(Event.m_Key >= KEY_F1 && Event.m_Key <= KEY_F15)
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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();*/
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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;
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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)
{
#if defined(CONF_FAMILY_WINDOWS)
static const char Newline[] = "\r\n";
#else
static const char Newline[] = "\n";
#endif
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));
io_write(io, Newline, sizeof(Newline)-1);
}
io_close(io);
}
}
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void CGameConsole::ConToggleLocalConsole(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_LOCAL);
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}
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void CGameConsole::ConToggleRemoteConsole(IConsole::IResult *pResult, void *pUserData, int ClientID)
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{
((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_REMOTE);
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}
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void CGameConsole::ConClearLocalConsole(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
((CGameConsole *)pUserData)->m_LocalConsole.ClearBacklog();
}
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void CGameConsole::ConClearRemoteConsole(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
((CGameConsole *)pUserData)->m_RemoteConsole.ClearBacklog();
}
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void CGameConsole::ConDumpLocalConsole(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
((CGameConsole *)pUserData)->Dump(CONSOLETYPE_LOCAL);
}
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void CGameConsole::ConDumpRemoteConsole(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
((CGameConsole *)pUserData)->Dump(CONSOLETYPE_REMOTE);
}
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void CGameConsole::ClientConsolePrintCallback(const char *pStr, void *pUserData)
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{
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((CGameConsole *)pUserData)->m_LocalConsole.PrintLine(pStr);
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}
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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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Console()->RegisterPrintCallback(ClientConsolePrintCallback, this);
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Console()->Register("toggle_local_console", "", CFGFLAG_CLIENT, ConToggleLocalConsole, this, "Toggle local console", IConsole::CONSOLELEVEL_USER);
Console()->Register("toggle_remote_console", "", CFGFLAG_CLIENT, ConToggleRemoteConsole, this, "Toggle remote console", IConsole::CONSOLELEVEL_USER);
Console()->Register("clear_local_console", "", CFGFLAG_CLIENT, ConClearLocalConsole, this, "Clear local console", IConsole::CONSOLELEVEL_USER);
Console()->Register("clear_remote_console", "", CFGFLAG_CLIENT, ConClearRemoteConsole, this, "Clear remote console", IConsole::CONSOLELEVEL_USER);
Console()->Register("dump_local_console", "", CFGFLAG_CLIENT, ConDumpLocalConsole, this, "Dump local console", IConsole::CONSOLELEVEL_USER);
Console()->Register("dump_remote_console", "", CFGFLAG_CLIENT, ConDumpRemoteConsole, this, "Dump remote console", IConsole::CONSOLELEVEL_USER);
}
void CGameConsole::OnStateChange(int NewState, int OldState)
{
if(NewState == IClient::STATE_OFFLINE)
m_RemoteConsole.ClearHistory();
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}