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219 lines
7.7 KiB
219 lines
7.7 KiB
2 years ago
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/**
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* Author: dkanus
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* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
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* License: GPL
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* Copyright 2023 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class PlayerNotificationQueue extends AcediaObject
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config(AcediaSystem);
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/// Manages queue of notifications that should be displayed for a certain player.
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/// Describes a single notification: title (optional, can be `none`) + message body and timeout
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struct Notification {
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var Text title;
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var Text body;
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var float time;
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};
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var private array<Notification> notificationQueue;
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/// Reference to the `PlayerController` for the player that owns this queue
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var private NativeActorRef playerControllerRef;
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/// Timer until next notification can be displayed
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///
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/// `none` if queue currently doesn't display any notifications
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var private Timer nextNotificationTimer;
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/// Maximum time that a notification is allowed to be displayed on the player's screen
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var private const config float maximumNotifyTime;
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var private const int CODEPOINT_NEWLINE;
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protected function Finalizer() {
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local int i;
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for (i = 0; i < notificationQueue.length; i += 1) {
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_.memory.Free(notificationQueue[i].title);
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_.memory.Free(notificationQueue[i].body);
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}
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notificationQueue.length = 0;
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_.memory.Free(nextNotificationTimer);
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_.memory.Free(playerControllerRef);
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nextNotificationTimer = none;
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playerControllerRef = none;
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}
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/// Set owner `PlayerController` for this queue
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public final /*native*/ function SetupController(NativeActorRef newPlayerControllerRef) {
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local PlayerController oldController, newController;
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if (playerControllerRef != none) {
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oldController = PlayerController(playerControllerRef.Get());
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}
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if (newPlayerControllerRef != none) {
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newController = PlayerController(newPlayerControllerRef.Get());
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}
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if (oldController != newController) {
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InterruptScheduling();
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_.memory.Free(playerControllerRef);
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if (newPlayerControllerRef != none) {
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newPlayerControllerRef.NewRef();
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playerControllerRef = newPlayerControllerRef;
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SetupNextNotification(none);
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} else {
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playerControllerRef = none;
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}
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}
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}
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/// Add new notification to the queue
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public final function AddNotification(BaseText title, BaseText body, float time) {
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local Notification newNotification;
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if (body == none) {
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return;
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}
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if (title != none) {
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newNotification.title = title.Copy();
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}
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newNotification.body = body.Copy();
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notificationQueue[notificationQueue.length] = newNotification;
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if (!IsUpdateScheduled()) {
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SetupNextNotification(none);
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}
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}
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// Sets up [`SetupNextNotification()`] to be called after [`timeUntilNextUpdate`]
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private function ScheduleUpdate(float timeUntilNextUpdate) {
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if (nextNotificationTimer == none) {
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nextNotificationTimer = __level().time.StartRealTimer(timeUntilNextUpdate, false);
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nextNotificationTimer.OnElapsed(nextNotificationTimer).connect = SetupNextNotification;
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} else {
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nextNotificationTimer.SetInterval(timeUntilNextUpdate);
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nextNotificationTimer.Start();
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}
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}
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private function bool IsUpdateScheduled() {
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return (nextNotificationTimer != none);
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}
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// Prevents scheduled [`SetupNextNotification()`] call from going off
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private function InterruptScheduling() {
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_.memory.Free(nextNotificationTimer);
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nextNotificationTimer = none;
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}
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// Properly translates [`contents`] into a colored [`string`] before setting it up as
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// a [`PlayerController`]'s progress message at the given line index.
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private function SetupProgressLine(
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int lineIndex,
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BaseText contents,
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PlayerController playerController
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) {
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local string contentsAsString;
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local BaseText.Formatting startingFormatting;
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if (contents == none) return;
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if (playerController == none) return;
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// Drop first colored tag, since we'll set first color through `playerController.progressColor`
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contentsAsString = Mid(contents.ToColoredString(,, _.color.white), 4);
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startingFormatting = contents.GetFormatting(0);
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if (startingFormatting.isColored) {
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playerController.SetProgressMessage(lineIndex, contentsAsString, startingFormatting.color);
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}
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else {
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playerController.SetProgressMessage(lineIndex, contentsAsString, _.color.white);
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}
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}
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// Prints [`notification`] on given lines, respecting line breaks inside it as much as possible
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// (creates up to [`maxLines`], replacing the rest of line breaks with whitespaces)
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private function PrintNotifcationAt(
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PlayerController playerController,
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BaseText notification,
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int startingLine,
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int maxLines
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) {
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local int i, j;
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local MutableText lastLine;
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local array<BaseText> lines;
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if (notification == none) return;
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if (startingLine < 0) return;
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if (startingLine > 3) return;
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lines = notification.SplitByCharacter(_.text.CharacterFromCodePoint(CODEPOINT_NEWLINE),, true);
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for (i = 0; i < lines.length; i += 1) {
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if (i + 1 < maxLines) {
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SetupProgressLine(i + startingLine, lines[i], playerController);
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} else {
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lastLine = lines[i].MutableCopy();
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for (j = i + 1; j < lines.length; j += 1) {
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lastLine.Append(P(" "));
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lastLine.Append(lines[j]);
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}
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SetupProgressLine(startingLine + maxLines - 1, lastLine, playerController);
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_.memory.Free(lastLine);
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break;
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}
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}
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}
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private function SetupNextNotification(Timer callerInstance) {
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local int titleShift;
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local MutableText upperCaseTitle;
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local Notification nextNotification;
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local PlayerController playerController;
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// Get appropriate [`PlayerController`] and next notification
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playerController = PlayerController(playerControllerRef.Get());
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if (playerController == none) {
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_.memory.Free(playerControllerRef);
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playerControllerRef = none;
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}
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if (notificationQueue.length <= 0 || playerController == none) {
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InterruptScheduling();
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return;
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}
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nextNotification = notificationQueue[0];
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notificationQueue.Remove(0, 1);
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nextNotification.time = FMin(nextNotification.time, maximumNotifyTime);
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if (nextNotification.time <= 0) {
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nextNotification.time = 10.0;
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}
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// And print
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playerController.ClearProgressMessages();
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playerController.SetProgressTime(nextNotification.time);
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if (nextNotification.title != none) {
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upperCaseTitle = nextNotification.title.UpperMutableCopy();
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upperCaseTitle.ChangeDefaultColor(_.color.TextHeader);
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PrintNotifcationAt(playerController, upperCaseTitle, 0, 1);
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titleShift = 1;
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_.memory.Free(upperCaseTitle);
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}
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PrintNotifcationAt(playerController, nextNotification.body, titleShift, 4 - titleShift);
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ScheduleUpdate(nextNotification.time);
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_.memory.Free2(nextNotification.title, nextNotification.body);
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}
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defaultproperties {
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CODEPOINT_NEWLINE = 10
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maximumNotifyTime = 20.0
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}
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