|
|
|
/**
|
|
|
|
* Object that provides a buffer functionality for Killing Floor's (in-game)
|
|
|
|
* console output: it accepts content that user want to output and breaks it
|
|
|
|
* into lines that will be well-rendered according to the given
|
|
|
|
* `ConsoleDisplaySettings`.
|
|
|
|
* Copyright 2020 Anton Tarasenko
|
|
|
|
*------------------------------------------------------------------------------
|
|
|
|
* This file is part of Acedia.
|
|
|
|
*
|
|
|
|
* Acedia is free software: you can redistribute it and/or modify
|
|
|
|
* it under the terms of the GNU General Public License as published by
|
|
|
|
* the Free Software Foundation, version 3 of the License, or
|
|
|
|
* (at your option) any later version.
|
|
|
|
*
|
|
|
|
* Acedia is distributed in the hope that it will be useful,
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
* GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
|
|
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
|
|
|
|
*/
|
|
|
|
class ConsoleBuffer extends AcediaObject
|
|
|
|
dependson(BaseText)
|
|
|
|
dependson(ConsoleAPI);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* `ConsoleBuffer` works by breaking it's input into words, counting how much
|
|
|
|
* space they take up and only then deciding to which line to append them
|
|
|
|
* (new or the next, new one).
|
|
|
|
*
|
|
|
|
* It is implemented making heavier use of `string`s instead of `Text`.
|
|
|
|
* This is because:
|
|
|
|
* 1. `string`s that are passed to console are broken into lines,
|
|
|
|
* that need to be specifically prepared anyway;
|
|
|
|
* 2. It was coded before I the switch to mostly using `Text`,
|
|
|
|
* when a lot of methods were also accepting `string`s
|
|
|
|
* and `array<Character>` types as parameters.
|
|
|
|
* And i really do not want to have to reimplement it.
|
|
|
|
*/
|
|
|
|
|
|
|
|
var private int CODEPOINT_ESCAPE;
|
|
|
|
var private int CODEPOINT_NEWLINE;
|
|
|
|
var private int COLOR_SEQUENCE_LENGTH;
|
|
|
|
|
|
|
|
// Display settings according to which to format our output
|
|
|
|
var private ConsoleAPI.ConsoleDisplaySettings displaySettings;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This structure is used to both share results of our work and for tracking
|
|
|
|
* information about the line we are currently filling.
|
|
|
|
*/
|
|
|
|
struct LineRecord
|
|
|
|
{
|
|
|
|
// Contents of the line, as a colored `string`.
|
|
|
|
// Not a `Text`, because it has to be prepared exactly how we want it.
|
|
|
|
var string contents;
|
|
|
|
// Is this a wrapped line?
|
|
|
|
// `true` means that this line was supposed to be part part of another,
|
|
|
|
// singular line of text, that had to be broken into smaller pieces.
|
|
|
|
// Such lines will start with "|" in front of them in Acedia's
|
|
|
|
// `ConsoleWriter`.
|
|
|
|
var bool wrappedLine;
|
|
|
|
// Information variables that describe how many visible and total symbols
|
|
|
|
// (visible + color change sequences) are stored int the `line`
|
|
|
|
var int visibleSymbolsStored;
|
|
|
|
var int totalSymbolsStored;
|
|
|
|
// Does `contents` contain a color change sequence?
|
|
|
|
// Non-empty line can have no such sequence if they consist of whitespaces.
|
|
|
|
var private bool colorInserted;
|
|
|
|
// If `colorInserted == true`, stores the last inserted color.
|
|
|
|
var private Color endColor;
|
|
|
|
};
|
|
|
|
// Lines that are ready to be output to the console
|
|
|
|
var private array<LineRecord> completedLines;
|
|
|
|
|
|
|
|
// Line we are currently building
|
|
|
|
var private LineRecord currentLine;
|
|
|
|
// Word we are currently building, colors of it's characters will be
|
|
|
|
// automatically converted into `STRCOLOR_Struct`, according to the default
|
|
|
|
// color setting at the time of their addition.
|
|
|
|
// We are using array of `Character`s instead of `MutableText` since
|
|
|
|
// we want to have a more directly control over how it is converted into
|
|
|
|
// a colored string anyway and otherwise only need an ability to
|
|
|
|
// append `Character`s to it.
|
|
|
|
var private array<Text.Character> wordBuffer;
|
|
|
|
// Amount of color swaps inside `wordBuffer`
|
|
|
|
var private int colorSwapsInWordBuffer;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns current setting used by this buffer to break up it's input into
|
|
|
|
* lines fit to be output in console.
|
|
|
|
*
|
|
|
|
* @return Currently used `ConsoleDisplaySettings`.
|
|
|
|
*/
|
|
|
|
public final function ConsoleAPI.ConsoleDisplaySettings GetSettings()
|
|
|
|
{
|
|
|
|
return displaySettings;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets new setting to be used by this buffer to break up it's input into
|
|
|
|
* lines fit to be output in console.
|
|
|
|
*
|
|
|
|
* It is recommended (although not required) to call `Flush()` before
|
|
|
|
* changing settings. Not doing so would not lead to any errors or warnings,
|
|
|
|
* but can lead to some wonky results and is considered an undefined behavior.
|
|
|
|
*
|
|
|
|
* @param newSettings New `ConsoleDisplaySettings` to be used.
|
|
|
|
* @return Returns caller `ConsoleBuffer` to allow for method chaining.
|
|
|
|
*/
|
|
|
|
public final function ConsoleBuffer SetSettings(
|
|
|
|
ConsoleAPI.ConsoleDisplaySettings newSettings)
|
|
|
|
{
|
|
|
|
displaySettings = newSettings;
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Does caller `ConsoleBuffer` has any completed lines that can be output?
|
|
|
|
*
|
|
|
|
* "Completed line" means that nothing else will be added to it.
|
|
|
|
* So negative (`false`) response does not mean that the buffer is empty, -
|
|
|
|
* it can still contain an uncompleted and non-empty line that can still be
|
|
|
|
* expanded with `Insert()`. If you want to completely empty the buffer -
|
|
|
|
* call the `Flush()` method.
|
|
|
|
* Also see `IsEmpty()`.
|
|
|
|
*
|
|
|
|
* @return `true` if caller `ConsoleBuffer` has no completed lines and
|
|
|
|
* `false` otherwise.
|
|
|
|
*/
|
|
|
|
public final function bool HasCompletedLines()
|
|
|
|
{
|
|
|
|
return (completedLines.length > 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Does caller `ConsoleBuffer` has any unprocessed input?
|
|
|
|
*
|
|
|
|
* Note that `ConsoleBuffer` can be non-empty, but no completed line if it
|
|
|
|
* currently builds one.
|
|
|
|
* See `Flush()` and `HasCompletedLines()` methods.
|
|
|
|
*
|
|
|
|
* @return `true` if `ConsoleBuffer` is completely empty
|
|
|
|
* (either did not receive or already returned all processed input) and
|
|
|
|
* `false` otherwise.
|
|
|
|
*/
|
|
|
|
public final function bool IsEmpty()
|
|
|
|
{
|
|
|
|
if (HasCompletedLines()) return false;
|
|
|
|
if (currentLine.totalSymbolsStored > 0) return false;
|
|
|
|
if (wordBuffer.length > 0) return false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Clears the buffer of all data, but leaving current settings intact.
|
|
|
|
* After this calling method `IsEmpty()` should return `true`.
|
|
|
|
*
|
|
|
|
* @return Returns caller `ConsoleBuffer` to allow method chaining.
|
|
|
|
*/
|
|
|
|
public final function ConsoleBuffer Clear()
|
|
|
|
{
|
|
|
|
local LineRecord newLineRecord;
|
|
|
|
currentLine = newLineRecord;
|
|
|
|
completedLines.length = 0;
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Inserts a string into the buffer. This method does not automatically break
|
|
|
|
* the line after the `input`, call `Flush()` or add line feed symbol "\n"
|
|
|
|
* at the end of the `input` if you want that.
|
|
|
|
*
|
|
|
|
* @param input `Text` to be added to the current line in caller
|
|
|
|
* `ConsoleBuffer`. Does nothing if passed `none`.
|
|
|
|
* @param inputType How to treat given `string` regarding coloring.
|
|
|
|
* @return Returns caller `ConsoleBuffer` to allow method chaining.
|
|
|
|
*/
|
|
|
|
public final function ConsoleBuffer Insert(BaseText input)
|
|
|
|
{
|
|
|
|
local int inputConsumed;
|
|
|
|
local BaseText.Character nextCharacter;
|
|
|
|
if (input == none) {
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
// Regular symbols and whitespaces are treated differently when
|
|
|
|
// breaking input into lines, so alternate between adding them,
|
|
|
|
// switching the logic appropriately
|
|
|
|
while (inputConsumed < input.GetLength())
|
|
|
|
{
|
|
|
|
while (inputConsumed < input.GetLength())
|
|
|
|
{
|
|
|
|
nextCharacter = input.GetCharacter(inputConsumed);
|
|
|
|
if (_.text.IsWhitespace(nextCharacter)) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
InsertIntoWordBuffer(input.GetCharacter(inputConsumed));
|
|
|
|
inputConsumed += 1;
|
|
|
|
}
|
|
|
|
// If we didn't encounter any whitespace symbols - bail
|
|
|
|
if (inputConsumed >= input.GetLength()) {
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
FlushWordBuffer();
|
|
|
|
// Dump whitespaces into lines
|
|
|
|
while (inputConsumed < input.GetLength())
|
|
|
|
{
|
|
|
|
nextCharacter = input.GetCharacter(inputConsumed);
|
|
|
|
if (!_.text.IsWhitespace(nextCharacter)) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
AppendWhitespaceToCurrentLine(nextCharacter);
|
|
|
|
inputConsumed += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns (and makes caller `ConsoleBuffer` forget) next completed line that
|
|
|
|
* can be output to console in `STRING_Colored` format.
|
|
|
|
*
|
|
|
|
* If there are no completed line to return - returns an empty one.
|
|
|
|
*
|
|
|
|
* @return Next completed line that can be output, in `STRING_Colored` format.
|
|
|
|
*/
|
|
|
|
public final function LineRecord PopNextLine()
|
|
|
|
{
|
|
|
|
local LineRecord result;
|
|
|
|
if (completedLines.length <= 0) return result;
|
|
|
|
result = completedLines[0];
|
|
|
|
completedLines.Remove(0, 1);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Forces all buffered data into "completed line" array, making it retrievable
|
|
|
|
* by `PopNextLine()`.
|
|
|
|
*
|
|
|
|
* @return Next completed line that can be output, in `STRING_Colored` format.
|
|
|
|
*/
|
|
|
|
public final function ConsoleBuffer Flush()
|
|
|
|
{
|
|
|
|
FlushWordBuffer();
|
|
|
|
BreakLine(false);
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
// It is assumed that passed characters are not whitespace, -
|
|
|
|
// responsibility to check is on the one calling this method.
|
|
|
|
private final function InsertIntoWordBuffer(BaseText.Character newCharacter)
|
|
|
|
{
|
|
|
|
local int newCharacterIndex;
|
|
|
|
local BaseText.Formatting newFormatting;
|
|
|
|
local Color oldColor, newColor;
|
|
|
|
// Fix text color in the buffer to remember default color, if we use it.
|
|
|
|
newFormatting = _.text.GetCharacterFormatting(newCharacter);
|
|
|
|
newFormatting.color =
|
|
|
|
_.text.GetCharacterColor(newCharacter, displaySettings.defaultColor);
|
|
|
|
newFormatting.isColored = true;
|
|
|
|
newCharacter = _.text.SetFormatting(newCharacter, newFormatting);
|
|
|
|
|
|
|
|
// Add new character and check if color swapped
|
|
|
|
newCharacterIndex = wordBuffer.length;
|
|
|
|
wordBuffer[newCharacterIndex] = newCharacter;
|
|
|
|
if (newCharacterIndex <= 0) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
newColor = newFormatting.color;
|
|
|
|
oldColor = _.text.GetCharacterColor(wordBuffer[newCharacterIndex - 1]);
|
|
|
|
if (!_.color.AreEqual(oldColor, newColor, true)) {
|
|
|
|
colorSwapsInWordBuffer += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Pushes whole `wordBuffer` into lines
|
|
|
|
private final function FlushWordBuffer()
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local Color newColor;
|
|
|
|
if (!WordCanFitInCurrentLine() && WordCanFitInNewLine()) {
|
|
|
|
BreakLine(true);
|
|
|
|
}
|
|
|
|
for (i = 0; i < wordBuffer.length; i += 1)
|
|
|
|
{
|
|
|
|
if (!CanAppendNonWhitespaceIntoLine(wordBuffer[i])) {
|
|
|
|
BreakLine(true);
|
|
|
|
}
|
|
|
|
newColor = _.text.GetCharacterColor(wordBuffer[i]);
|
|
|
|
if (MustSwapColorsFor(newColor))
|
|
|
|
{
|
|
|
|
currentLine.contents $= _.color.GetColorTag(newColor);
|
|
|
|
currentLine.totalSymbolsStored += COLOR_SEQUENCE_LENGTH;
|
|
|
|
currentLine.colorInserted = true;
|
|
|
|
currentLine.endColor = newColor;
|
|
|
|
}
|
|
|
|
currentLine.contents $= Chr(wordBuffer[i].codePoint);
|
|
|
|
currentLine.totalSymbolsStored += 1;
|
|
|
|
currentLine.visibleSymbolsStored += 1;
|
|
|
|
}
|
|
|
|
wordBuffer.length = 0;
|
|
|
|
colorSwapsInWordBuffer = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
private final function BreakLine(bool makeWrapped)
|
|
|
|
{
|
|
|
|
local LineRecord newLineRecord;
|
|
|
|
if (currentLine.visibleSymbolsStored > 0) {
|
|
|
|
completedLines[completedLines.length] = currentLine;
|
|
|
|
}
|
|
|
|
currentLine = newLineRecord;
|
|
|
|
currentLine.wrappedLine = makeWrapped;
|
|
|
|
}
|
|
|
|
|
|
|
|
private final function bool MustSwapColorsFor(Color newColor)
|
|
|
|
{
|
|
|
|
if (!currentLine.colorInserted) return true;
|
|
|
|
return !_.color.AreEqual(currentLine.endColor, newColor, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
private final function bool CanAppendWhitespaceIntoLine()
|
|
|
|
{
|
|
|
|
// We always allow to append at least something into empty line,
|
|
|
|
// otherwise we can never insert it anywhere
|
|
|
|
if (currentLine.totalSymbolsStored <= 0) return true;
|
|
|
|
if (currentLine.totalSymbolsStored >= displaySettings.maxTotalLineWidth)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (currentLine.visibleSymbolsStored >= displaySettings.maxVisibleLineWidth)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
private final function bool CanAppendNonWhitespaceIntoLine(
|
|
|
|
BaseText.Character nextCharacter)
|
|
|
|
{
|
|
|
|
// We always allow to insert at least something into empty line,
|
|
|
|
// otherwise we can never insert it anywhere
|
|
|
|
if (currentLine.totalSymbolsStored <= 0) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// Check if we can fit a single character by fitting a whitespace symbol.
|
|
|
|
if (!CanAppendWhitespaceIntoLine()) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (!MustSwapColorsFor(_.text.GetCharacterColor(nextCharacter))) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// Can we fit character + color swap sequence?
|
|
|
|
return ( currentLine.totalSymbolsStored + COLOR_SEQUENCE_LENGTH + 1
|
|
|
|
<= displaySettings.maxTotalLineWidth);
|
|
|
|
}
|
|
|
|
|
|
|
|
// For performance reasons assumes that passed character is a whitespace,
|
|
|
|
// the burden of checking is on the caller.
|
|
|
|
private final function AppendWhitespaceToCurrentLine(
|
|
|
|
BaseText.Character whitespace)
|
|
|
|
{
|
|
|
|
if (_.text.IsCodePoint(whitespace, CODEPOINT_NEWLINE)) {
|
|
|
|
BreakLine(false);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!CanAppendWhitespaceIntoLine()) {
|
|
|
|
BreakLine(true);
|
|
|
|
}
|
|
|
|
currentLine.contents $= Chr(whitespace.codePoint);
|
|
|
|
currentLine.totalSymbolsStored += 1;
|
|
|
|
currentLine.visibleSymbolsStored += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
private final function bool WordCanFitInNewLine()
|
|
|
|
{
|
|
|
|
local int totalCharactersInWord;
|
|
|
|
if (wordBuffer.length <= 0) return true;
|
|
|
|
if (wordBuffer.length > displaySettings.maxVisibleLineWidth) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// `(colorSwapsInWordBuffer + 1)` counts how many times we must
|
|
|
|
// switch color inside a word + 1 for setting initial color
|
|
|
|
totalCharactersInWord = wordBuffer.length
|
|
|
|
+ (colorSwapsInWordBuffer + 1) * COLOR_SEQUENCE_LENGTH;
|
|
|
|
return (totalCharactersInWord <= displaySettings.maxTotalLineWidth);
|
|
|
|
}
|
|
|
|
|
|
|
|
private final function bool WordCanFitInCurrentLine()
|
|
|
|
{
|
|
|
|
local int totalLimit, visibleLimit;
|
|
|
|
local int totalCharactersInWord;
|
|
|
|
if (wordBuffer.length <= 0) return true;
|
|
|
|
totalLimit =
|
|
|
|
displaySettings.maxTotalLineWidth - currentLine.totalSymbolsStored;
|
|
|
|
visibleLimit =
|
|
|
|
displaySettings.maxVisibleLineWidth - currentLine.visibleSymbolsStored;
|
|
|
|
// Visible symbols check
|
|
|
|
if (wordBuffer.length > visibleLimit) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// Total symbols check
|
|
|
|
totalCharactersInWord = wordBuffer.length
|
|
|
|
+ colorSwapsInWordBuffer * COLOR_SEQUENCE_LENGTH;
|
|
|
|
if (MustSwapColorsFor(_.text.GetCharacterColor(wordBuffer[0]))) {
|
|
|
|
totalCharactersInWord += COLOR_SEQUENCE_LENGTH;
|
|
|
|
}
|
|
|
|
return (totalCharactersInWord <= totalLimit);
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
CODEPOINT_ESCAPE = 27
|
|
|
|
CODEPOINT_NEWLINE = 10
|
|
|
|
// CODEPOINT_ESCAPE + <redByte> + <greenByte> + <blueByte>
|
|
|
|
COLOR_SEQUENCE_LENGTH = 4
|
|
|
|
}
|