ddnet/src/game/client/components/console.cpp
bors[bot] 7348bf4d56
Merge #5246
5246: Use std::vector instead of sorted_array, remove base/tl/sorted_array.h r=def- a=heinrich5991

This replaces all usages of `sorted_array` with `std::vector`. This requires the following general changes:

- `add_unsorted` is replaced with `push_back`.
- `add` is replaced with `push_back` and subsequent `sort` or `stable_sort` must be ensured.
  - In some cases, immediately sorting the entire list after adding an item was unavoidable. Previously items were added at the correct position, which was O(N) because all items after the inserted one had to be moved in any case.
- `sort_range` is replaced with `sort` or `stable_sort`.
- `size` returns a `size_t` instead of `int`, so to fix sign comparison warnings, casts are added where necessary or types of loop variables are changed to `size_t` where possible. For-each loops are also used where possible / where required by clang-tidy.
- `find_binary` is replaced with `std::equal_range`. This can only find items of the same type, so some wrappers, that only have the relevant fields set, need to be created for searching.

In terms of behavior, this should not change anything, except maybe `CLocalizationDatabase` for the better. As far as I understand it, at lot of the code there was not doing anything. It assumes that binary search can return a range of multiple entries, but the equality/comparison function is based on hash and context hash. This means that any item in this range will match the given hash and context hash already, so all of the following checks are redundant. I changed this to first do a lookup with the hash and context hash and if that fails do another lookup with the default context hash.

I have also already replaced `base/tl/array.h` with `std::vector`, removing all of `base/tl` except `threading.h`. I'll make a separate PR later because this caused a lot more changes especially in the editor that I first want to test and review myself.

Naming of `array`/`sorted_array`/`std::vector` variables was rather inconsistent (sometimes prefix `a` or `l` is used), so ~~I chose to not use any prefix for all new `std::vector`s~~ heinrich5991 left them as-is.

## Checklist

- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)

Co-authored-by: Robert Müller <robytemueller@gmail.com>
2022-05-27 08:51:55 +00:00

1062 lines
32 KiB
C++

/* (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. */
#include <base/logger.h>
#include <climits>
#include <cmath>
#include <limits>
#include <game/generated/client_data.h>
#include <base/system.h>
#include <engine/console.h>
#include <engine/graphics.h>
#include <engine/keys.h>
#include <engine/serverbrowser.h>
#include <engine/shared/config.h>
#include <engine/shared/ringbuffer.h>
#include <engine/storage.h>
#include <engine/textrender.h>
#include <cstdio>
#include <cstring>
#include <game/client/ui.h>
#include <game/version.h>
#include <game/client/components/controls.h>
#include <game/client/components/menus.h>
#include <game/client/lineinput.h>
#include <game/client/render.h>
#include <game/client/gameclient.h>
#include <base/math.h>
#include "console.h"
class CConsoleLogger : public ILogger
{
CGameConsole *m_pConsole;
std::mutex m_ConsoleMutex;
public:
CConsoleLogger(CGameConsole *pConsole) :
m_pConsole(pConsole)
{
dbg_assert(pConsole != nullptr, "console pointer must not be null");
}
void Log(const CLogMessage *pMessage) override;
void OnConsoleDeletion();
};
void CConsoleLogger::Log(const CLogMessage *pMessage)
{
// TODO: Fix thread-unsafety of accessing `g_Config.m_ConsoleOutputLevel`
if(pMessage->m_Level > IConsole::ToLogLevel(g_Config.m_ConsoleOutputLevel))
{
return;
}
ColorRGBA Color = gs_ConsoleDefaultColor;
if(pMessage->m_HaveColor)
{
Color.r = pMessage->m_Color.r / 255.0;
Color.g = pMessage->m_Color.g / 255.0;
Color.b = pMessage->m_Color.b / 255.0;
}
std::unique_lock<std::mutex> Guard(m_ConsoleMutex);
if(m_pConsole)
{
m_pConsole->m_LocalConsole.PrintLine(pMessage->m_aLine, pMessage->m_LineLength, Color);
}
}
void CConsoleLogger::OnConsoleDeletion()
{
std::unique_lock<std::mutex> Guard(m_ConsoleMutex);
m_pConsole = nullptr;
}
CGameConsole::CInstance::CInstance(int Type)
{
m_pHistoryEntry = 0x0;
m_Type = Type;
if(Type == CGameConsole::CONSOLETYPE_LOCAL)
m_CompletionFlagmask = CFGFLAG_CLIENT;
else
m_CompletionFlagmask = CFGFLAG_SERVER;
m_aCompletionBuffer[0] = 0;
m_CompletionUsed = false;
m_CompletionChosen = -1;
m_CompletionRenderOffset = 0.0f;
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_BacklogLock.lock();
m_Backlog.Init();
m_BacklogCurPage = 0;
m_BacklogLock.unlock();
}
void CGameConsole::CInstance::ClearBacklogYOffsets()
{
m_BacklogLock.lock();
auto *pEntry = m_Backlog.First();
while(pEntry)
{
pEntry->m_YOffset = -1.0f;
pEntry = m_Backlog.Next(pEntry);
}
m_BacklogLock.unlock();
}
void CGameConsole::CInstance::ClearHistory()
{
m_History.Init();
m_pHistoryEntry = 0;
}
void CGameConsole::CInstance::ExecuteLine(const char *pLine)
{
if(m_Type == CGameConsole::CONSOLETYPE_LOCAL)
m_pGameConsole->m_pConsole->ExecuteLine(pLine);
else
{
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;
}
}
}
}
void CGameConsole::CInstance::PossibleCommandsCompleteCallback(const char *pStr, void *pUser)
{
CGameConsole::CInstance *pInstance = (CGameConsole::CInstance *)pUser;
if(pInstance->m_CompletionChosen == pInstance->m_CompletionEnumerationCount)
pInstance->m_Input.Set(pStr);
pInstance->m_CompletionEnumerationCount++;
}
void CGameConsole::CInstance::OnInput(IInput::CEvent Event)
{
bool Handled = false;
if(m_pGameConsole->Input()->ModifierIsPressed()) // jump to spaces and special ASCII characters
{
int SearchDirection = 0;
if(m_pGameConsole->Input()->KeyPress(KEY_LEFT) || m_pGameConsole->Input()->KeyPress(KEY_BACKSPACE))
SearchDirection = -1;
else if(m_pGameConsole->Input()->KeyPress(KEY_RIGHT) || m_pGameConsole->Input()->KeyPress(KEY_DELETE))
SearchDirection = 1;
if(SearchDirection != 0)
{
int OldOffset = m_Input.GetCursorOffset();
int FoundAt = SearchDirection > 0 ? m_Input.GetLength() - 1 : 0;
for(int i = m_Input.GetCursorOffset() + SearchDirection; SearchDirection > 0 ? i < m_Input.GetLength() - 1 : i > 0; i += SearchDirection)
{
int Next = i + SearchDirection;
if((m_Input.GetString()[Next] == ' ') ||
(m_Input.GetString()[Next] >= 32 && m_Input.GetString()[Next] <= 47) ||
(m_Input.GetString()[Next] >= 58 && m_Input.GetString()[Next] <= 64) ||
(m_Input.GetString()[Next] >= 91 && m_Input.GetString()[Next] <= 96))
{
FoundAt = i;
if(SearchDirection < 0)
FoundAt++;
break;
}
}
if(m_pGameConsole->Input()->KeyPress(KEY_BACKSPACE))
{
if(m_Input.GetCursorOffset() != 0)
{
char aText[512];
str_copy(aText, m_Input.GetString(), FoundAt + 1);
if(m_Input.GetCursorOffset() != str_length(m_Input.GetString()))
str_append(aText, m_Input.GetString() + m_Input.GetCursorOffset(), str_length(m_Input.GetString()));
m_Input.Set(aText);
}
}
if(m_pGameConsole->Input()->KeyPress(KEY_DELETE))
{
if(m_Input.GetCursorOffset() != m_Input.GetLength())
{
char aText[512];
aText[0] = '\0';
str_copy(aText, m_Input.GetString(), m_Input.GetCursorOffset() + 1);
if(FoundAt != m_Input.GetLength())
str_append(aText, m_Input.GetString() + FoundAt, sizeof(aText));
m_Input.Set(aText);
FoundAt = OldOffset;
}
}
m_Input.SetCursorOffset(FoundAt);
}
}
if(m_pGameConsole->Input()->ModifierIsPressed() && m_pGameConsole->Input()->KeyPress(KEY_V))
{
const char *Text = m_pGameConsole->Input()->GetClipboardText();
if(Text)
{
char aLine[256];
int i, Begin = 0;
for(i = 0; i < str_length(Text); i++)
{
if(Text[i] == '\n')
{
if(i == Begin)
{
Begin++;
continue;
}
int max = minimum(i - Begin + 1, (int)sizeof(aLine));
str_copy(aLine, Text + Begin, max);
Begin = i + 1;
ExecuteLine(aLine);
}
}
int max = minimum(i - Begin + 1, (int)sizeof(aLine));
str_copy(aLine, Text + Begin, max);
m_Input.Append(aLine);
}
}
else if(m_pGameConsole->Input()->ModifierIsPressed() && m_pGameConsole->Input()->KeyPress(KEY_C))
{
m_pGameConsole->Input()->SetClipboardText(m_Input.GetString());
}
else if(m_pGameConsole->Input()->ModifierIsPressed() && m_pGameConsole->Input()->KeyPress(KEY_A))
{
m_Input.SetCursorOffset(0);
}
else if(m_pGameConsole->Input()->ModifierIsPressed() && m_pGameConsole->Input()->KeyPress(KEY_E))
{
m_Input.SetCursorOffset(m_Input.GetLength());
}
else if(m_pGameConsole->Input()->ModifierIsPressed() && m_pGameConsole->Input()->KeyPress(KEY_U))
{
m_Input.SetRange("", 0, m_Input.GetCursorOffset());
}
else if(m_pGameConsole->Input()->ModifierIsPressed() && m_pGameConsole->Input()->KeyPress(KEY_K))
{
m_Input.SetRange("", m_Input.GetCursorOffset(), m_Input.GetLength());
}
if(Event.m_Flags & IInput::FLAG_PRESS)
{
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);
}
ExecuteLine(m_Input.GetString());
m_Input.Clear();
m_pHistoryEntry = 0x0;
}
Handled = true;
}
else if(Event.m_Key == KEY_UP)
{
if(m_pHistoryEntry)
{
char *pTest = m_History.Prev(m_pHistoryEntry);
if(pTest)
m_pHistoryEntry = pTest;
}
else
m_pHistoryEntry = m_History.Last();
if(m_pHistoryEntry)
m_Input.Set(m_pHistoryEntry);
Handled = true;
}
else if(Event.m_Key == KEY_DOWN)
{
if(m_pHistoryEntry)
m_pHistoryEntry = m_History.Next(m_pHistoryEntry);
if(m_pHistoryEntry)
m_Input.Set(m_pHistoryEntry);
else
m_Input.Clear();
Handled = true;
}
else if(Event.m_Key == KEY_TAB)
{
if(m_Type == CGameConsole::CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed())
{
if(m_ReverseTAB && m_CompletionUsed)
m_CompletionChosen--;
else if(!m_ReverseTAB)
m_CompletionChosen++;
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);
m_CompletionUsed = true;
// handle wrapping
if(m_CompletionEnumerationCount && (m_CompletionChosen >= m_CompletionEnumerationCount || m_CompletionChosen < 0))
{
m_CompletionChosen = (m_CompletionChosen + m_CompletionEnumerationCount) % m_CompletionEnumerationCount;
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);
}
}
}
else if(Event.m_Key == KEY_PAGEUP)
{
++m_BacklogCurPage;
m_pGameConsole->m_HasSelection = false;
}
else if(Event.m_Key == KEY_PAGEDOWN)
{
m_pGameConsole->m_HasSelection = false;
--m_BacklogCurPage;
if(m_BacklogCurPage < 0)
m_BacklogCurPage = 0;
}
// in order not to conflict with CLineInput's handling of Home/End only
// react to it when the input is empty
else if(Event.m_Key == KEY_HOME && m_Input.GetString()[0] == '\0')
{
m_BacklogCurPage = INT_MAX;
m_pGameConsole->m_HasSelection = false;
}
else if(Event.m_Key == KEY_END && m_Input.GetString()[0] == '\0')
{
m_BacklogCurPage = 0;
m_pGameConsole->m_HasSelection = false;
}
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;
}
if(!Handled)
m_Input.ProcessInput(Event);
if(Event.m_Flags & (IInput::FLAG_PRESS | IInput::FLAG_TEXT))
{
if((Event.m_Key != KEY_TAB) && (Event.m_Key != KEY_LSHIFT))
{
m_CompletionUsed = false;
m_CompletionChosen = -1;
str_copy(m_aCompletionBuffer, m_Input.GetString(), sizeof(m_aCompletionBuffer));
m_CompletionRenderOffset = 0.0f;
}
// find the current command
{
char aBuf[64] = {0};
const char *pSrc = GetString();
int i = 0;
for(; i < (int)sizeof(aBuf) - 1 && *pSrc && *pSrc != ' '; i++, pSrc++)
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;
}
}
}
void CGameConsole::CInstance::PrintLine(const char *pLine, int Len, ColorRGBA PrintColor)
{
if(Len > 255)
Len = 255;
m_BacklogLock.lock();
CBacklogEntry *pEntry = m_Backlog.Allocate(sizeof(CBacklogEntry) + Len);
pEntry->m_YOffset = -1.0f;
pEntry->m_PrintColor = PrintColor;
mem_copy(pEntry->m_aText, pLine, Len);
pEntry->m_aText[Len] = 0;
if(m_pGameConsole->m_ConsoleType == m_Type)
m_pGameConsole->m_NewLineCounter++;
m_BacklogLock.unlock();
}
CGameConsole::CGameConsole() :
m_LocalConsole(CONSOLETYPE_LOCAL), m_RemoteConsole(CONSOLETYPE_REMOTE)
{
m_ConsoleType = CONSOLETYPE_LOCAL;
m_ConsoleState = CONSOLE_CLOSED;
m_StateChangeEnd = 0.0f;
m_StateChangeDuration = 0.1f;
}
CGameConsole::~CGameConsole()
{
if(m_pConsoleLogger)
m_pConsoleLogger->OnConsoleDeletion();
}
float CGameConsole::TimeNow()
{
static long long s_TimeStart = time_get();
return float(time_get() - s_TimeStart) / float(time_freq());
}
CGameConsole::CInstance *CGameConsole::CurrentConsole()
{
if(m_ConsoleType == CONSOLETYPE_REMOTE)
return &m_RemoteConsole;
return &m_LocalConsole;
}
void CGameConsole::OnReset()
{
}
// only defined for 0<=t<=1
static float ConsoleScaleFunc(float t)
{
//return t;
return sinf(acosf(1.0f - t));
}
struct CRenderInfo
{
CGameConsole *m_pSelf;
CTextCursor m_Cursor;
const char *m_pCurrentCmd;
int m_WantedCompletion;
int m_EnumCount;
float m_Offset;
float m_Width;
};
void CGameConsole::PossibleCommandsRenderCallback(const char *pStr, void *pUser)
{
CRenderInfo *pInfo = static_cast<CRenderInfo *>(pUser);
if(pInfo->m_EnumCount == pInfo->m_WantedCompletion)
{
float tw = pInfo->m_pSelf->TextRender()->TextWidth(pInfo->m_Cursor.m_pFont, pInfo->m_Cursor.m_FontSize, pStr, -1, -1.0f);
pInfo->m_pSelf->Graphics()->TextureClear();
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 - 2.5f, pInfo->m_Cursor.m_Y - 4.f / 2.f, tw + 5.f, pInfo->m_Cursor.m_FontSize + 4.f, pInfo->m_Cursor.m_FontSize / 3.f);
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;
pInfo->m_pSelf->TextRender()->TextColor(0.05f, 0.05f, 0.05f, 1);
pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, -1);
}
else
{
const char *pMatchStart = str_find_nocase(pStr, pInfo->m_pCurrentCmd);
if(pMatchStart)
{
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
{
pInfo->m_pSelf->TextRender()->TextColor(0.75f, 0.75f, 0.75f, 1);
pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, -1);
}
}
pInfo->m_EnumCount++;
pInfo->m_Cursor.m_X += 7.0f;
}
void CGameConsole::OnRender()
{
CUIRect Screen = *UI()->Screen();
float ConsoleMaxHeight = Screen.h * 3 / 5.0f;
float ConsoleHeight;
float Progress = (TimeNow() - (m_StateChangeEnd - m_StateChangeDuration)) / m_StateChangeDuration;
if(Progress >= 1.0f)
{
if(m_ConsoleState == CONSOLE_CLOSING)
m_ConsoleState = CONSOLE_CLOSED;
else if(m_ConsoleState == CONSOLE_OPENING)
m_ConsoleState = CONSOLE_OPEN;
Progress = 1.0f;
}
if(m_ConsoleState == CONSOLE_OPEN && g_Config.m_ClEditor)
Toggle(CONSOLETYPE_LOCAL);
if(m_ConsoleState == CONSOLE_CLOSED)
return;
if(m_ConsoleState == CONSOLE_OPEN)
Input()->MouseModeAbsolute();
float ConsoleHeightScale;
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)
ConsoleHeightScale = ConsoleScaleFunc(1.0f);
ConsoleHeight = ConsoleHeightScale * ConsoleMaxHeight;
UI()->MapScreen();
// do console shadow
Graphics()->TextureClear();
Graphics()->QuadsBegin();
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);
Graphics()->QuadsEnd();
// do background
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);
QuadItem = IGraphics::CQuadItem(0, 0, Screen.w, ConsoleHeight);
Graphics()->QuadsDrawTL(&QuadItem, 1);
Graphics()->QuadsEnd();
// do small bar shadow
Graphics()->TextureClear();
Graphics()->QuadsBegin();
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
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);
QuadItem = IGraphics::CQuadItem(0, ConsoleHeight - 10.0f, Screen.w, 10.0f);
Graphics()->QuadsDrawTL(&QuadItem, 1);
Graphics()->QuadsEnd();
ConsoleHeight -= 22.0f;
CInstance *pConsole = CurrentConsole();
{
float FontSize = 10.0f;
float RowHeight = FontSize * 1.25f;
float x = 3;
float y = ConsoleHeight - RowHeight - 5.0f;
CRenderInfo Info;
Info.m_pSelf = this;
Info.m_WantedCompletion = pConsole->m_CompletionUsed ? pConsole->m_CompletionChosen : -1;
Info.m_EnumCount = 0;
Info.m_Offset = pConsole->m_CompletionRenderOffset;
Info.m_Width = Screen.w;
Info.m_pCurrentCmd = pConsole->m_aCompletionBuffer;
TextRender()->SetCursor(&Info.m_Cursor, x + Info.m_Offset, y + RowHeight + 2.0f, FontSize, TEXTFLAG_RENDER | TEXTFLAG_STOP_AT_END);
Info.m_Cursor.m_LineWidth = std::numeric_limits<float>::max();
// render prompt
CTextCursor Cursor;
TextRender()->SetCursor(&Cursor, x, y, FontSize, TEXTFLAG_RENDER);
const char *pPrompt = "> ";
if(m_ConsoleType == CONSOLETYPE_REMOTE)
{
if(Client()->State() == IClient::STATE_LOADING || Client()->State() == IClient::STATE_ONLINE)
{
if(Client()->RconAuthed())
pPrompt = "rcon> ";
else
{
if(pConsole->m_UsernameReq)
{
if(!pConsole->m_UserGot)
pPrompt = "Enter Username> ";
else
pPrompt = "Enter Password> ";
}
else
pPrompt = "Enter Password> ";
}
}
else
pPrompt = "NOT CONNECTED> ";
}
TextRender()->TextEx(&Cursor, pPrompt, -1);
x = Cursor.m_X;
//console text editing
bool Editing = false;
int EditingCursor = Input()->GetEditingCursor();
if(Input()->GetIMEState())
{
if(str_length(Input()->GetIMEEditingText()))
{
pConsole->m_Input.Editing(Input()->GetIMEEditingText(), EditingCursor);
Editing = true;
}
}
//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)
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;
int InputExtraLineCount = Lines - 1;
y -= InputExtraLineCount * FontSize;
TextRender()->SetCursor(&Cursor, x, y, FontSize, TEXTFLAG_RENDER);
Cursor.m_LineWidth = Screen.w - 10.0f - x;
if(m_LastInputLineCount != InputExtraLineCount)
{
m_HasSelection = false;
m_MouseIsPress = false;
m_LastInputLineCount = InputExtraLineCount;
}
TextRender()->TextEx(&Cursor, aInputString, pConsole->m_Input.GetCursorOffset(Editing));
CTextCursor Marker = Cursor;
Marker.m_LineWidth = -1;
TextRender()->TextEx(&Marker, "|", -1);
TextRender()->TextEx(&Cursor, aInputString + pConsole->m_Input.GetCursorOffset(Editing), -1);
Input()->SetEditingPosition(Marker.m_X, Marker.m_Y + Marker.m_FontSize);
// render possible commands
if(m_ConsoleType == CONSOLETYPE_LOCAL || Client()->RconAuthed())
{
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;
if(Info.m_EnumCount <= 0)
{
if(pConsole->m_IsCommand)
{
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "Help: %s ", pConsole->m_aCommandHelp);
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);
TextRender()->TextEx(&Info.m_Cursor, aBuf, -1);
}
}
}
}
pConsole->m_BacklogLock.lock();
// render log (current page, wrap lines)
CInstance::CBacklogEntry *pEntry = pConsole->m_Backlog.Last();
float OffsetY = 0.0f;
float LineOffset = 1.0f;
bool WantsSelectionCopy = false;
if(Input()->ModifierIsPressed() && Input()->KeyPress(KEY_C))
WantsSelectionCopy = true;
std::string SelectionString;
// check if mouse is pressed
if(!m_MouseIsPress && Input()->NativeMousePressed(1))
{
m_MouseIsPress = true;
Input()->NativeMousePos(&m_MousePressX, &m_MousePressY);
m_MousePressX = (m_MousePressX / (float)Graphics()->WindowWidth()) * Screen.w;
m_MousePressY = (m_MousePressY / (float)Graphics()->WindowHeight()) * Screen.h;
}
if(m_MouseIsPress)
{
Input()->NativeMousePos(&m_MouseCurX, &m_MouseCurY);
m_MouseCurX = (m_MouseCurX / (float)Graphics()->WindowWidth()) * Screen.w;
m_MouseCurY = (m_MouseCurY / (float)Graphics()->WindowHeight()) * Screen.h;
}
if(m_MouseIsPress && !Input()->NativeMousePressed(1))
{
m_MouseIsPress = false;
}
static int s_LastActivePage = pConsole->m_BacklogCurPage;
if(pConsole->m_BacklogCurPage == INT_MAX)
s_LastActivePage = INT_MAX;
int TotalPages = 1;
for(int Page = 0; Page <= s_LastActivePage; ++Page, OffsetY = 0.0f)
{
while(pEntry)
{
TextRender()->TextColor(pEntry->m_PrintColor);
// 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_AlignedFontSize + LineOffset;
}
OffsetY += pEntry->m_YOffset;
if((m_HasSelection || m_MouseIsPress) && m_NewLineCounter > 0)
{
float MouseExtraOff = pEntry->m_YOffset;
m_MousePressY -= MouseExtraOff;
if(!m_MouseIsPress)
m_MouseCurY -= MouseExtraOff;
}
// next page when lines reach the top
if(y - OffsetY <= RowHeight)
break;
// just render output from current backlog page (render bottom up)
if(Page == s_LastActivePage)
{
TextRender()->SetCursor(&Cursor, 0.0f, y - OffsetY, FontSize, TEXTFLAG_RENDER);
Cursor.m_LineWidth = Screen.w - 10.0f;
Cursor.m_CalculateSelectionMode = (m_MouseIsPress || (m_CurSelStart != m_CurSelEnd) || m_HasSelection) ? TEXT_CURSOR_SELECTION_MODE_CALCULATE : TEXT_CURSOR_SELECTION_MODE_NONE;
Cursor.m_PressMouseX = m_MousePressX;
Cursor.m_PressMouseY = m_MousePressY;
Cursor.m_ReleaseMouseX = m_MouseCurX;
Cursor.m_ReleaseMouseY = m_MouseCurY;
TextRender()->TextEx(&Cursor, pEntry->m_aText, -1);
if(Cursor.m_CalculateSelectionMode == TEXT_CURSOR_SELECTION_MODE_CALCULATE)
{
m_CurSelStart = minimum(Cursor.m_SelectionStart, Cursor.m_SelectionEnd);
m_CurSelEnd = maximum(Cursor.m_SelectionStart, Cursor.m_SelectionEnd);
}
if(m_CurSelStart != m_CurSelEnd)
{
if(WantsSelectionCopy)
{
bool HasNewLine = false;
if(!SelectionString.empty())
HasNewLine = true;
int OffUTF8Start = 0;
int OffUTF8End = 0;
if(TextRender()->SelectionToUTF8OffSets(pEntry->m_aText, m_CurSelStart, m_CurSelEnd, OffUTF8Start, OffUTF8End))
{
SelectionString.insert(0, (std::string(&pEntry->m_aText[OffUTF8Start], OffUTF8End - OffUTF8Start) + (HasNewLine ? "\n" : "")));
}
}
m_HasSelection = true;
}
}
pEntry = pConsole->m_Backlog.Prev(pEntry);
// reset color
TextRender()->TextColor(1, 1, 1, 1);
if(m_NewLineCounter > 0)
--m_NewLineCounter;
}
if(WantsSelectionCopy && !SelectionString.empty())
{
Input()->SetClipboardText(SelectionString.c_str());
}
if(!pEntry)
break;
TotalPages++;
}
pConsole->m_BacklogCurPage = clamp(pConsole->m_BacklogCurPage, 0, TotalPages - 1);
s_LastActivePage = pConsole->m_BacklogCurPage;
pConsole->m_BacklogLock.unlock();
// render page
char aBuf[128];
TextRender()->TextColor(1, 1, 1, 1);
str_format(aBuf, sizeof(aBuf), Localize("-Page %d-"), pConsole->m_BacklogCurPage + 1);
TextRender()->Text(0, 10.0f, FontSize / 2.f, FontSize, aBuf, -1.0f);
// render version
str_copy(aBuf, "v" GAME_VERSION " on " CONF_PLATFORM_STRING " " CONF_ARCH_STRING, sizeof(aBuf));
float Width = TextRender()->TextWidth(0, FontSize, aBuf, -1, -1.0f);
TextRender()->Text(0, Screen.w - Width - 10.0f, FontSize / 2.f, FontSize, aBuf, -1.0f);
}
}
void CGameConsole::OnMessage(int MsgType, void *pRawMsg)
{
}
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))
return false;
if((Event.m_Key >= KEY_F1 && Event.m_Key <= KEY_F12) || (Event.m_Key >= KEY_F13 && Event.m_Key <= KEY_F24))
return false;
if(Event.m_Key == KEY_ESCAPE && (Event.m_Flags & IInput::FLAG_PRESS))
Toggle(m_ConsoleType);
else
CurrentConsole()->OnInput(Event);
return true;
}
void CGameConsole::Toggle(int Type)
{
if(m_ConsoleType != Type && (m_ConsoleState == CONSOLE_OPEN || m_ConsoleState == CONSOLE_OPENING))
{
// don't toggle console, just switch what console to use
}
else
{
if(m_ConsoleState == CONSOLE_CLOSED || m_ConsoleState == CONSOLE_OPEN)
{
m_StateChangeEnd = TimeNow() + m_StateChangeDuration;
}
else
{
float Progress = m_StateChangeEnd - TimeNow();
float ReversedProgress = m_StateChangeDuration - Progress;
m_StateChangeEnd = TimeNow() + ReversedProgress;
}
if(m_ConsoleState == CONSOLE_CLOSED || m_ConsoleState == CONSOLE_CLOSING)
{
/*Input()->MouseModeAbsolute();*/
m_pClient->m_Menus.UseMouseButtons(false);
m_ConsoleState = CONSOLE_OPENING;
/*// reset controls
m_pClient->m_Controls.OnReset();*/
Input()->SetIMEState(true);
}
else
{
Input()->MouseModeRelative();
m_pClient->m_Menus.UseMouseButtons(true);
m_pClient->OnRelease();
m_ConsoleState = CONSOLE_CLOSING;
Input()->SetIMEState(false);
}
}
if(m_ConsoleType != Type)
m_HasSelection = false;
m_ConsoleType = Type;
}
void CGameConsole::Dump(int Type)
{
CInstance *pConsole = Type == CONSOLETYPE_REMOTE ? &m_RemoteConsole : &m_LocalConsole;
char aFilename[IO_MAX_PATH_LENGTH];
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)
{
pConsole->m_BacklogLock.lock();
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_newline(io);
}
pConsole->m_BacklogLock.unlock();
io_close(io);
}
}
void CGameConsole::ConToggleLocalConsole(IConsole::IResult *pResult, void *pUserData)
{
((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_LOCAL);
}
void CGameConsole::ConToggleRemoteConsole(IConsole::IResult *pResult, void *pUserData)
{
((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_REMOTE);
}
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);
}
void CGameConsole::ConConsolePageUp(IConsole::IResult *pResult, void *pUserData)
{
CInstance *pConsole = ((CGameConsole *)pUserData)->CurrentConsole();
pConsole->m_BacklogCurPage++;
}
void CGameConsole::ConConsolePageDown(IConsole::IResult *pResult, void *pUserData)
{
CInstance *pConsole = ((CGameConsole *)pUserData)->CurrentConsole();
--pConsole->m_BacklogCurPage;
if(pConsole->m_BacklogCurPage < 0)
pConsole->m_BacklogCurPage = 0;
}
void CGameConsole::RequireUsername(bool UsernameReq)
{
if((m_RemoteConsole.m_UsernameReq = UsernameReq))
{
m_RemoteConsole.m_aUser[0] = '\0';
m_RemoteConsole.m_UserGot = false;
}
}
void CGameConsole::PrintLine(int Type, const char *pLine)
{
if(Type == CONSOLETYPE_LOCAL)
m_LocalConsole.PrintLine(pLine, str_length(pLine), ColorRGBA{1, 1, 1, 1});
else if(Type == CONSOLETYPE_REMOTE)
m_RemoteConsole.PrintLine(pLine, str_length(pLine), ColorRGBA{1, 1, 1, 1});
}
void CGameConsole::OnConsoleInit()
{
// init console instances
m_LocalConsole.Init(this);
m_RemoteConsole.Init(this);
m_pConsole = Kernel()->RequestInterface<IConsole>();
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");
Console()->Register("console_page_up", "", CFGFLAG_CLIENT, ConConsolePageUp, this, "Previous page in console");
Console()->Register("console_page_down", "", CFGFLAG_CLIENT, ConConsolePageDown, this, "Next page in console");
}
void CGameConsole::OnInit()
{
m_pConsoleLogger = new CConsoleLogger(this);
Engine()->SetAdditionalLogger(std::unique_ptr<ILogger>(m_pConsoleLogger));
// add resize event
Graphics()->AddWindowResizeListener([this](void *) {
m_LocalConsole.ClearBacklogYOffsets();
m_RemoteConsole.ClearBacklogYOffsets();
m_HasSelection = false;
},
nullptr);
}
void CGameConsole::OnStateChange(int NewState, int OldState)
{
if(OldState == IClient::STATE_ONLINE && NewState < IClient::STATE_LOADING)
{
m_RemoteConsole.m_UserGot = false;
m_RemoteConsole.m_aUser[0] = '\0';
m_RemoteConsole.m_Input.Clear();
m_RemoteConsole.m_UsernameReq = false;
}
}