/** * Object that provides simple access to console output. * Can either write to a certain player's console or to all consoles at once. * Supports "fancy" and "raw" output (for more details @see `ConsoleAPI`). * 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 . */ class ConsoleWriter extends AcediaObject dependson(ConsoleAPI) dependson(ConnectionService); // Prefixes we output before every line to signify whether they were broken // or not var private string NEWLINE_PREFIX; var private string BROKENLINE_PREFIX; var private string INDENTATION; /** * Describes current output target of the `ConsoleWriter`. */ enum ConsoleWriterTarget { // No one. Can happed if our target disconnects. CWTARGET_None, // A certain player. CWTARGET_Player, // All players. CWTARGET_All }; var private ConsoleWriterTarget targetType; // Player that will receive output passed to this `ConsoleWriter`. // Only used when `targetType == CWTARGET_Player` var private APlayer outputTarget; var private ConsoleBuffer outputBuffer; var private ConsoleAPI.ConsoleDisplaySettings displaySettings; public final function ConsoleWriter Initialize( ConsoleAPI.ConsoleDisplaySettings newDisplaySettings) { displaySettings = newDisplaySettings; if (outputBuffer == none) { outputBuffer = ConsoleBuffer(_.memory.Allocate(class'ConsoleBuffer')); } else { outputBuffer.Clear(); } outputBuffer.SetSettings(displaySettings); return self; } /** * Return current default color for caller `ConsoleWriter`. * * This method returns default color, i.e. color that will be used if no other * is specified by text you're outputting. * If color is specified, this value will be ignored. * * This value is not synchronized with the global value from `ConsoleAPI` * (or such value from any other `ConsoleWriter`) and affects only * output produced by this `ConsoleWriter`. * * @return Current default color. */ public final function Color GetColor() { return displaySettings.defaultColor; } /** * Sets default color for caller 'ConsoleWriter`'s output. * * This only changes default color, i.e. color that will be used if no other is * specified by text you're outputting. * If color is specified, this value will be ignored. * * This value is not synchronized with the global value from `ConsoleAPI` * (or such value from any other `ConsoleWriter`) and affects only * output produced by this `ConsoleWriter`. * * @param newDefaultColor New color to use when none specified by text itself. * @return Returns caller `ConsoleWriter` to allow for method chaining. */ public final function ConsoleWriter SetColor(Color newDefaultColor) { displaySettings.defaultColor = newDefaultColor; if (outputBuffer != none) { outputBuffer.SetSettings(displaySettings); } return self; } /** * Return current visible limit that describes how many (at most) * visible characters can be output in the console line. * * This value is not synchronized with the global value from `ConsoleAPI` * (or such value from any other `ConsoleWriter`) and affects only * output produced by this `ConsoleWriter`. * * @return Current global visible limit. */ public final function int GetVisibleLineLength() { return displaySettings.maxVisibleLineWidth; } /** * Sets current visible limit that describes how many (at most) visible * characters can be output in the console line. * * This value is not synchronized with the global value from `ConsoleAPI` * (or such value from any other `ConsoleWriter`) and affects only * output produced by this `ConsoleWriter`. * * @param newVisibleLimit New global visible limit. * @return Returns caller `ConsoleWriter` to allow for method chaining. */ public final function ConsoleWriter SetVisibleLineLength( int newMaxVisibleLineWidth ) { displaySettings.maxVisibleLineWidth = newMaxVisibleLineWidth; if (outputBuffer != none) { outputBuffer.SetSettings(displaySettings); } return self; } /** * Return current total limit that describes how many (at most) * characters can be output in the console line. * * This value is not synchronized with the global value from `ConsoleAPI` * (or such value from any other `ConsoleWriter`) and affects only * output produced by this `ConsoleWriter`. * * @return Current global total limit. */ public final function int GetTotalLineLength() { return displaySettings.maxTotalLineWidth; } /** * Sets current total limit that describes how many (at most) * characters can be output in the console line. * * This value is not synchronized with the global value from `ConsoleAPI` * (or such value from any other `ConsoleWriter`) and affects only * output produced by this `ConsoleWriter`. * * @param newTotalLimit New global total limit. * @return Returns caller `ConsoleWriter` to allow for method chaining. */ public final function ConsoleWriter SetTotalLineLength(int newMaxTotalLineWidth) { displaySettings.maxTotalLineWidth = newMaxTotalLineWidth; if (outputBuffer != none) { outputBuffer.SetSettings(displaySettings); } return self; } /** * Configures caller `ConsoleWriter` to output to all players. * `Flush()` will be automatically called between target change. * * @return Returns caller `ConsoleWriter` to allow for method chaining. */ public final function ConsoleWriter ForAll() { Flush(); targetType = CWTARGET_All; return self; } /** * Configures caller `ConsoleWriter` to output only to the given player. * `Flush()` will be automatically called between target change. * * @param targetPlayer Player, to whom console we want to write. * If `none` - caller `ConsoleWriter` would be configured to * throw messages away. * @return ConsoleWriter Returns caller `ConsoleWriter` to allow for * method chaining. */ public final function ConsoleWriter ForPlayer(APlayer targetPlayer) { Flush(); if (targetPlayer != none) { targetType = CWTARGET_Player; outputTarget = targetPlayer; } else { targetType = CWTARGET_None; } return self; } /** * Returns type of current target for the caller `ConsoleWriter`. * * @return `ConsoleWriterTarget` value, describing current target of * the caller `ConsoleWriter`. */ public final function ConsoleWriterTarget CurrentTarget() { if (targetType == CWTARGET_Player && outputTarget == none) { targetType = CWTARGET_None; } return targetType; } /** * Returns `APlayer` to whom console caller `ConsoleWriter` is * outputting messages. * * @return Player (`APlayer` class) to whom console caller `ConsoleWriter` is * outputting messages. Returns `none` iff it currently outputs to * every player or to no one. */ public final function APlayer GetTargetPlayer() { if (targetType == CWTARGET_All) return none; return outputTarget; } /** * Outputs all buffered input and moves further output onto a new line. * * @return Returns caller `ConsoleWriter` to allow for method chaining. */ public final function ConsoleWriter Flush() { outputBuffer.Flush(); SendBuffer(); return self; } /** * Writes text's contents into console. * * Does not trigger console output, for that use `WriteLine()` or `Flush()`. * * @param message `Text` to output. * @return Returns caller `ConsoleWriter` to allow for method chaining. */ public final function ConsoleWriter Write(Text message) { outputBuffer.Insert(message); return self; } /** * Writes text's contents into console. * Result will be output immediately, starts a new line. * * @param message `Text` to output. * @return Returns caller `ConsoleWriter` to allow for method chaining. */ public final function ConsoleWriter WriteLine(Text message) { return Write(message).Flush(); } /** * Writes text's indented contents into console. * * Acts like a `Flush().WriteLine()` chain of calls, except all output contents * will be additionally indented by four whitespace symbols * (including lines after line breaks). * * Result will be output immediately, starts a new line. * * @param message `Text` to output. * @return Returns caller `ConsoleWriter` to allow for method chaining. */ public final function ConsoleWriter WriteBlock(Text message) { Flush(); outputBuffer.Insert(message).Flush(); SendBuffer(true); return self; } /** * Writes text's contents into console as a player's chat message, causing them * to appear on screen in vanilla UI. * * All the buffer stored in caller `ConsoleWriter` so far will be flushed. * Result will be output immediately. Starts a new line. * * @param message `Text` to output. * @return Returns caller `ConsoleWriter` to allow for method chaining. */ public final function ConsoleWriter Say(Text message) { Flush(); outputBuffer.Insert(message).Flush(); SendBuffer(, true); return self; } // Send all completed lines from an `outputBuffer`. // Setting `indented` to `true` will cause additional four whitespaces to // be added to the output. private final function SendBuffer(optional bool asIndented, optional bool asSay) { local string prefix; local ConsoleBuffer.LineRecord nextLineRecord; local array recipients; recipients = GetRecipientsControllers(); while (outputBuffer.HasCompletedLines()) { nextLineRecord = outputBuffer.PopNextLine(); if (nextLineRecord.wrappedLine) { prefix = NEWLINE_PREFIX; } else { prefix = BROKENLINE_PREFIX; } if (asIndented) { prefix $= INDENTATION; } SendConsoleMessage(recipients, prefix $ nextLineRecord.contents, asSay); } } // Assumes `playerService != none` and `connectionService != none`, // caller function must ensure that. private final function SendConsoleMessage( array recipients, string message, bool asSay) { local int i; for (i = 0; i < recipients.length; i += 1) { if (recipients[i] != none) { if (asSay) { recipients[i].ClientMessage(message); } else { recipients[i].TeamMessage(none, message, 'AcediaConsole'); } } } } // Method for retrieving `PlayerController`s of recipients at the moment // of the call private final function array GetRecipientsControllers() { local int i; local PlayerController nextRecipient; local PlayerService playerService; local ConnectionService connectionService; local array recipients; local array connections; // No targets if (targetType == CWTARGET_None) { return recipients; } // Single target case if (targetType != CWTARGET_All) { playerService = PlayerService(class'PlayerService'.static.Require()); if (playerService != none && outputTarget != none) { nextRecipient = playerService.GetController(outputTarget); } if (nextRecipient != none) { recipients[0] = nextRecipient; } return recipients; } // All players target case connectionService = ConnectionService(class'ConnectionService'.static.Require()); if (connectionService == none) { return recipients; } connections = connectionService.GetActiveConnections(); for (i = 0; i < connections.length; i += 1) { if (connections[i].controllerReference != none) { recipients[recipients.length] = connections[i].controllerReference; } } return recipients; } defaultproperties { NEWLINE_PREFIX = "| " BROKENLINE_PREFIX = " " INDENTATION = " " }