UnrealScript library and basis for all Acedia Framework mods
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/**
* API that provides functions for outputting text in
* Killing Floor's console. It takes care of coloring output and breaking up
* long lines (since allowing game to handle line breaking completely
* messes up console output).
*
* Actual output is taken care of by `ConsoleWriter` objects that this
* API generates.
* 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 ConsoleAPI extends AcediaObject
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config(AcediaSystem);
/**
* Main issue with console output in Killing Floor is
* automatic line breaking of long enough messages:
* it breaks formatting and can lead to an ugly text overlapping.
* To fix this we will try to break up user's output into lines ourselves,
* before game does it for us.
*
* We are not 100% sure how Killing Floor decides when to break the line,
* but it seems to calculate how much text can actually fit in a certain
* area on screen.
* There are two issues:
* 1. We do not know for sure what this limit value is.
* Even if we knew how to compute it, we cannot do that in server mode,
* since it depends on a screen resolution and font, which
* can vary for different players.
* 2. Even invisible characters, such as color change sequences,
* that do not take any space on the screen, contribute towards
* that limit. So for a heavily colored text we will have to
* break line much sooner than for the plain text.
* Both issues are solved by introducing two limits that users themselves
* are allowed to change: visible character limit and total character limit.
* ~ Total character limit will be a hard limit on a character amount in
* a line (including hidden ones used for color change sequences) that
* will be used to prevent Killing Floor's native line breaks.
* ~ Visible character limit will be a lower limit on amount of actually
* visible character. It introduction basically reserves some space that can be
* used only for color change sequences. Without this limit lines with
* colored lines will appear to be shorter that mono-colored ones.
* Visible limit will help to alleviate this problem.
*
* For example, if we set total limit to `120` and visible limit to `80`:
* 1. Line not formatted with color will all break at
* around length of `80`.
* 2. Since color change sequence consists of 4 characters:
* we can fit up to `(120 - 80) / 4 = 10` color swaps into each line,
* while still breaking them at a around the same length of `80`.
* ~ To differentiate our line breaks from line breaks intended by
* the user, we will also add 2 symbols worth of padding in front of all our
* output:
* 1. Before intended new line they will be just two spaces.
* 2. After our line break we will replace first space with "|" to indicate
* that we had to break a long line.
*
* Described measures are not perfect:
* 1. Since Killing Floor's console does not use monospaced font,
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* the same amount of characters on the line does not mean lines of
* visually the same length;
* 2. Heavily enough colored lines are still going to be shorter;
* 3. Depending on a resolution, default limits may appear to either use
* too little space (for high resolutions) or, on the contrary,
* not prevent native line breaks (low resolutions).
* In these cases user might be required to manually set limits;
* 4. There are probably more.
* But if seems to provide good enough results for the average use case.
*/
/**
* Configures how text will be rendered in target console(s).
*/
struct ConsoleDisplaySettings
{
// What color to use for text by default
var Color defaultColor;
// How many visible characters in be displayed in a line?
var int maxVisibleLineWidth;
// How many total characters can be output at once?
var int maxTotalLineWidth;
};
// We will store data for `ConsoleDisplaySettings` separately for the ease of
// configuration.
var private config Color defaultColor;
var private config int maxVisibleLineWidth;
var private config int maxTotalLineWidth;
/**
* Return current global visible limit that describes how many (at most)
* visible characters can be output in the console line.
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @return Current global visible limit.
*/
public final function int GetVisibleLineLength()
{
return maxVisibleLineWidth;
}
/**
* Sets current global visible limit that describes how many (at most) visible
* characters can be output in the console line.
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @param newMaxVisibleLineWidth New global visible character limit.
*/
public final function SetVisibleLineLength(int newMaxVisibleLineWidth)
{
maxVisibleLineWidth = newMaxVisibleLineWidth;
}
/**
* Return current global total limit that describes how many (at most)
* characters can be output in the console line.
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @return Current global total limit.
*/
public final function int GetTotalLineLength()
{
return maxTotalLineWidth;
}
/**
* Sets current global total limit that describes how many (at most)
* characters can be output in the console line, counting both visible symbols
* and color change sequences.
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @param newMaxTotalLineWidth New global total character limit.
*/
public final function SetTotalLineLength(int newMaxTotalLineWidth)
{
maxTotalLineWidth = newMaxTotalLineWidth;
}
/**
* Return current global total limit that describes how many (at most)
* characters can be output in the console line.
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @return Current default output color.
*/
public final function Color GetDefaultColor(int newMaxTotalLineWidth)
{
return defaultColor;
}
/**
* Sets current global default color for console output.,
*
* Instances of `ConsoleWriter` are initialized with this value,
* but can later change this value independently.
* Changes to global values do not affect already created `ConsoleWriters`.
*
* @param newMaxTotalLineWidth New global default output color.
*/
public final function SetDefaultColor(Color newDefaultColor)
{
defaultColor = newDefaultColor;
}
/**
* Returns new `ConsoleWriter` instance that will write into
* consoles of all players.
* Should be freed after use.
*
* @return ConsoleWriter New `ConsoleWriter` instance, configured to
* write into consoles of all players.
* Guaranteed to not be `none`.
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*/
public final function ConsoleWriter ForAll()
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{
local ConsoleDisplaySettings globalSettings;
globalSettings.defaultColor = defaultColor;
globalSettings.maxTotalLineWidth = maxTotalLineWidth;
globalSettings.maxVisibleLineWidth = maxVisibleLineWidth;
return ConsoleWriter(_.memory.Allocate(class'ConsoleWriter'))
.Initialize(globalSettings).ForAll();
}
/**
* Returns new `ConsoleWriter` instance that will write into
* console of the given player.
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* Should be freed after use.
*
* @param targetPlayer Player, to whom console we want to write.
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* If `none` - returned `ConsoleWriter` would be configured to
* throw messages away.
* @return New `ConsoleWriter` instance, configured to
* write into consoles of all players.
* Guaranteed to not be `none`.
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*/
public final function ConsoleWriter For(EPlayer targetPlayer)
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{
local ConsoleDisplaySettings globalSettings;
globalSettings.defaultColor = defaultColor;
globalSettings.maxTotalLineWidth = maxTotalLineWidth;
globalSettings.maxVisibleLineWidth = maxVisibleLineWidth;
return ConsoleWriter(_.memory.Allocate(class'ConsoleWriter'))
.Initialize(globalSettings).ForPlayer(targetPlayer);
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}
defaultproperties
{
defaultColor = (R=255,G=255,B=255,A=255)
// These should guarantee decent text output even at
// 640x480 shit resolution
maxVisibleLineWidth = 80
maxTotalLineWidth = 108
}