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546 lines
18 KiB
546 lines
18 KiB
/** |
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* Object that provides simple access to console output. |
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* Can either write to a certain player's console or to all consoles at once. |
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* Supports "fancy" and "raw" output (for more details @see `ConsoleAPI`). |
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* Copyright 2020 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 ConsoleWriter extends AcediaObject |
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dependson(ConsoleAPI) |
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dependson(ConnectionService); |
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// Prefixes we output before every line to signify whether they were broken |
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// or not |
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var private string NEWLINE_PREFIX; |
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var private string BROKENLINE_PREFIX; |
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var private string INDENTATION; |
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|
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/** |
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* Describes current output target of the `ConsoleWriter`. |
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*/ |
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enum ConsoleWriterTarget |
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{ |
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// No one. Can happed if our target disconnects. |
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CWTARGET_None, |
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// A certain player. |
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CWTARGET_Player, |
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// All players. |
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CWTARGET_All |
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}; |
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var private ConsoleWriterTarget targetType; |
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// Player that will receive output passed to this `ConsoleWriter`. |
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// Only used when `targetType == CWTARGET_Player` |
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var private APlayer outputTarget; |
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var private ConsoleBuffer outputBuffer; |
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var private bool needToResetColor; |
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var private ConsoleAPI.ConsoleDisplaySettings displaySettings; |
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// Sometimes we want to output a certain part of text with a color |
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// different from the default one. However this requires to remember current |
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// default in additional variable, set new color and then return the old one. |
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// To slightly simplify this process we use pair of `UseColor()`/`ResetColor()` |
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// methods that use this variable to remember "real" default color and allowing |
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// us to quickly reset back to it. |
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// This also means that `displaySettings` can sometimes store "default" |
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// color information instead. |
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var private Color defaultColor; |
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public final function ConsoleWriter Initialize( |
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ConsoleAPI.ConsoleDisplaySettings newDisplaySettings) |
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{ |
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defaultColor = newDisplaySettings.defaultColor; |
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displaySettings = newDisplaySettings; |
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if (outputBuffer == none) { |
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outputBuffer = ConsoleBuffer(_.memory.Allocate(class'ConsoleBuffer')); |
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} |
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else { |
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outputBuffer.Clear(); |
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} |
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outputBuffer.SetSettings(displaySettings); |
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return self; |
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} |
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/** |
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* Return default color setting for caller `ConsoleWriter`. It can be |
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* temporarily overwritten by `UseColor()` method. |
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* |
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* This method returns default color setting, i.e. color that will be used |
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* if no other is specified by text you're outputting and if it was not |
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* overwritten with `UseColor()` method. |
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* To get color currently used for outputting text, see `GetColor()` |
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* method. |
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* |
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* Do note that `ConsoleWriter` can have two "default" colors: a "real" |
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* default and a "temporary" default: "temporary" one can be set with |
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* `UseColor()` or `UseColorOnce()` method calls to temporarily color certain |
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* part of the output and then revert to the "real" default color. |
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* This method always returns "real" default color. |
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* |
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* This value is not synchronized with the global value from `ConsoleAPI` |
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* (or such value from any other `ConsoleWriter`) and affects only |
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* output produced by this `ConsoleWriter`. |
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* |
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* @return Current default color (the one that will be used to color output |
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* text after `ResetColor()` method call). |
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*/ |
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public final function Color GetDefaultColor() |
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{ |
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return defaultColor; |
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} |
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/** |
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* Return currently used default color for caller `ConsoleWriter`. |
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* |
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* This method returns default color, i.e. color that will be used if |
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* no other is specified by text you're outputting. If color is specified, |
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* this value is ignored. |
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* See also `GetDefaultColor()`. |
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* |
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* Do note that `ConsoleWriter` can have two "default" colors: a "real" |
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* default and a "temporary" default: "temporary" one can be set with |
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* `UseColor()` or `UseColorOnce()` method calls to temporarily color certain |
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* part of the output and then revert to the "real" default color. |
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* This method always return the color that will be actually used to |
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* output text, so "temporary" default if it's set and "real" default |
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* otherwise. |
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* |
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* @return Current default color (currently used to output text information). |
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*/ |
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public final function Color GetColor() |
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{ |
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return displaySettings.defaultColor; |
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} |
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/** |
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* Sets default color for caller 'ConsoleWriter`'s output. |
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* |
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* This only changes default color, i.e. color that will be used if no other is |
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* specified by "temporary" color. If color is specified, this value will |
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* be ignored. |
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* |
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* If you only want to quickly color certain part of output, it is better to |
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* use `UseColor()` or `UseColorOnce()` methods that temporarily changes used |
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* default color and allow to return to actual default color with |
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* `ResetColor()` method. |
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* |
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* This value is not synchronized with the global value from `ConsoleAPI` |
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* (or such value from any other `ConsoleWriter`) and affects only |
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* output produced by this `ConsoleWriter`. |
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* |
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* @param newDefaultColor New color to use when none specified by text itself. |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter SetColor(Color newDefaultColor) |
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{ |
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defaultColor = newDefaultColor; |
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displaySettings.defaultColor = newDefaultColor; |
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if (outputBuffer != none) { |
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outputBuffer.SetSettings(displaySettings); |
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} |
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return self; |
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} |
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/** |
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* Sets "temporary" default color that can be reverted to "real" default color |
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* with `ResetColor()` method. |
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* |
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* For quickly coloring certain parts of output: |
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* `console.UseColor(_.color.blue).Write(blueMessage) |
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* .Write(moreBlueMessage).ResetColor()`. |
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* Also see `UseColorOnce()` method. |
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* |
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* Consecutive calls do not "stack up" colors - only last one is remembered: |
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* `console.UseColor(_.color.blue).UseColor(_.color.green)` is the same as |
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* `console.UseColor(_.color.green)`. |
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* |
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* Use `SetColor()` to set both "real" and "temporary" color. |
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* |
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* @param temporaryColor Color to use as default one in the next console |
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* output calls until the `ResetColor()` method call. |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter UseColor(Color temporaryColor) |
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{ |
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needToResetColor = false; |
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displaySettings.defaultColor = temporaryColor; |
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if (outputBuffer != none) { |
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outputBuffer.SetSettings(displaySettings); |
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} |
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return self; |
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} |
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/** |
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* Sets "temporary" default color that will be automatically reverted to "real" |
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* default color after any "writing" method (i.e. `Write()`, `WriteLine()`, |
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* `WriteBlock()` or `Say()`) or when `ResetColor()` method is called. |
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* |
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* For quickly coloring certain parts of output: |
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* `console.UseColorOnce(_.color.blue).Write(blueMessage)`. |
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* |
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* Consecutive calls do not "stack up" colors - only last one is remembered: |
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* `console.UseColorOnce(_.color.blue).UseColorOnce(_.color.green)` |
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* is the same as `console.UseColorOnce(_.color.green)`. |
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* |
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* Use `SetColor()` to set both "real" and "temporary" color. |
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* |
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* @param temporaryColor Color to use as default one in the next console |
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* output calls until any "writing" method (or `ResetColor()` method) |
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* is called. |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter UseColorOnce(Color temporaryColor) |
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{ |
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needToResetColor = true; |
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displaySettings.defaultColor = temporaryColor; |
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if (outputBuffer != none) { |
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outputBuffer.SetSettings(displaySettings); |
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} |
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return self; |
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} |
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/** |
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* Resets "temporary" default text color to "real" default color. |
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* See `UseColor()` and `UseColorOnce()` for details. |
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* |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter ResetColor() |
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{ |
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needToResetColor = false; |
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displaySettings.defaultColor = defaultColor; |
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if (outputBuffer != none) { |
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outputBuffer.SetSettings(displaySettings); |
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} |
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return self; |
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} |
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/** |
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* Return current visible limit that describes how many (at most) |
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* visible characters can be output in the console line. |
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* |
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* This value is not synchronized with the global value from `ConsoleAPI` |
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* (or such value from any other `ConsoleWriter`) and affects only |
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* output produced by this `ConsoleWriter`. |
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* |
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* @return Current global visible limit. |
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*/ |
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public final function int GetVisibleLineLength() |
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{ |
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return displaySettings.maxVisibleLineWidth; |
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} |
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/** |
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* Sets current visible limit that describes how many (at most) visible |
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* characters can be output in the console line. |
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* |
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* This value is not synchronized with the global value from `ConsoleAPI` |
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* (or such value from any other `ConsoleWriter`) and affects only |
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* output produced by this `ConsoleWriter`. |
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* |
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* @param newVisibleLimit New global visible limit. |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter SetVisibleLineLength( |
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int newMaxVisibleLineWidth |
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) |
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{ |
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displaySettings.maxVisibleLineWidth = newMaxVisibleLineWidth; |
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if (outputBuffer != none) { |
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outputBuffer.SetSettings(displaySettings); |
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} |
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return self; |
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} |
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/** |
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* Return current total limit that describes how many (at most) |
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* characters can be output in the console line. |
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* |
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* This value is not synchronized with the global value from `ConsoleAPI` |
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* (or such value from any other `ConsoleWriter`) and affects only |
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* output produced by this `ConsoleWriter`. |
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* |
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* @return Current global total limit. |
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*/ |
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public final function int GetTotalLineLength() |
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{ |
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return displaySettings.maxTotalLineWidth; |
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} |
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/** |
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* Sets current total limit that describes how many (at most) |
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* characters can be output in the console line. |
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* |
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* This value is not synchronized with the global value from `ConsoleAPI` |
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* (or such value from any other `ConsoleWriter`) and affects only |
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* output produced by this `ConsoleWriter`. |
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* |
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* @param newTotalLimit New global total limit. |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter SetTotalLineLength(int newMaxTotalLineWidth) |
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{ |
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displaySettings.maxTotalLineWidth = newMaxTotalLineWidth; |
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if (outputBuffer != none) { |
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outputBuffer.SetSettings(displaySettings); |
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} |
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return self; |
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} |
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/** |
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* Configures caller `ConsoleWriter` to output to all players. |
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* `Flush()` will be automatically called between target change. |
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* |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter ForAll() |
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{ |
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Flush(); |
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targetType = CWTARGET_All; |
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return self; |
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} |
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/** |
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* Configures caller `ConsoleWriter` to output only to the given player. |
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* `Flush()` will be automatically called between target change. |
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* |
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* @param targetPlayer Player, to whom console we want to write. |
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* If `none` - caller `ConsoleWriter` would be configured to |
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* throw messages away. |
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* @return ConsoleWriter Returns caller `ConsoleWriter` to allow for |
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* method chaining. |
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*/ |
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public final function ConsoleWriter ForPlayer(APlayer targetPlayer) |
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{ |
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Flush(); |
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if (targetPlayer != none) |
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{ |
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targetType = CWTARGET_Player; |
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outputTarget = targetPlayer; |
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} |
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else { |
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targetType = CWTARGET_None; |
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} |
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return self; |
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} |
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/** |
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* Returns type of current target for the caller `ConsoleWriter`. |
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* |
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* @return `ConsoleWriterTarget` value, describing current target of |
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* the caller `ConsoleWriter`. |
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*/ |
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public final function ConsoleWriterTarget CurrentTarget() |
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{ |
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if (targetType == CWTARGET_Player && outputTarget == none) { |
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targetType = CWTARGET_None; |
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} |
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return targetType; |
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} |
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/** |
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* Returns `APlayer` to whom console caller `ConsoleWriter` is |
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* outputting messages. |
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* |
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* @return Player (`APlayer` class) to whom console caller `ConsoleWriter` is |
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* outputting messages. Returns `none` iff it currently outputs to |
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* every player or to no one. |
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*/ |
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public final function APlayer GetTargetPlayer() |
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{ |
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if (targetType == CWTARGET_All) return none; |
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return outputTarget; |
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} |
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/** |
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* Outputs all buffered input and moves further output onto a new line. |
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* |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter Flush() |
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{ |
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outputBuffer.Flush(); |
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SendBuffer(); |
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return self; |
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} |
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/** |
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* Writes text's contents into console. |
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* |
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* Does not trigger console output, for that use `WriteLine()` or `Flush()`. |
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* |
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* @param message `Text` to output. |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter Write(optional Text message) |
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{ |
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outputBuffer.Insert(message); |
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if (needToResetColor) { |
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ResetColor(); |
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} |
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return self; |
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} |
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/** |
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* Writes text's contents into console. |
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* Result will be output immediately, starts a new line. |
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* |
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* @param message `Text` to output. |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter WriteLine(optional Text message) |
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{ |
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return Write(message).Flush(); |
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} |
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/** |
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* Writes text's indented contents into console. |
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* |
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* Acts like a `WriteLine()` call, except all output contents will be |
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* additionally indented by four whitespace symbols |
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* (including lines after line breaks). |
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* |
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* Result will be output immediately, starts a new line. |
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* |
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* @param message `Text` to output. |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter WriteBlock(optional Text message) |
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{ |
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outputBuffer.Insert(message).Flush(); |
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SendBuffer(true); |
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if (needToResetColor) { |
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ResetColor(); |
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} |
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return self; |
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} |
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/** |
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* Writes text's contents into console as a player's chat message, causing them |
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* to appear on screen in vanilla UI. |
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* |
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* All the buffer stored in caller `ConsoleWriter` so far will be flushed. |
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* Result will be output immediately. Starts a new line. |
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* |
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* @param message `Text` to output. |
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* @return Returns caller `ConsoleWriter` to allow for method chaining. |
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*/ |
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public final function ConsoleWriter Say(optional Text message) |
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{ |
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outputBuffer.Insert(message).Flush(); |
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SendBuffer(, true); |
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if (needToResetColor) { |
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ResetColor(); |
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} |
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return self; |
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} |
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// Send all completed lines from an `outputBuffer`. |
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// Setting `indented` to `true` will cause additional four whitespaces to |
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// be added to the output. |
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private final function SendBuffer(optional bool asIndented, optional bool asSay) |
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{ |
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local string prefix; |
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local ConsoleBuffer.LineRecord nextLineRecord; |
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local array<PlayerController> recipients; |
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recipients = GetRecipientsControllers(); |
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while (outputBuffer.HasCompletedLines()) |
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{ |
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nextLineRecord = outputBuffer.PopNextLine(); |
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if (nextLineRecord.wrappedLine) { |
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prefix = NEWLINE_PREFIX; |
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} |
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else { |
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prefix = BROKENLINE_PREFIX; |
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} |
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if (asIndented) { |
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prefix $= INDENTATION; |
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} |
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SendConsoleMessage(recipients, prefix $ nextLineRecord.contents, asSay); |
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} |
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} |
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// Assumes `playerService != none` and `connectionService != none`, |
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// caller function must ensure that. |
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private final function SendConsoleMessage( |
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array<PlayerController> recipients, |
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string message, |
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bool asSay) |
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{ |
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local int i; |
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for (i = 0; i < recipients.length; i += 1) |
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{ |
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if (recipients[i] != none) |
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{ |
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if (asSay) { |
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recipients[i].ClientMessage(message); |
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} |
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else { |
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recipients[i].TeamMessage(none, message, 'AcediaConsole'); |
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} |
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} |
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} |
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} |
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// Method for retrieving `PlayerController`s of recipients at the moment |
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// of the call |
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private final function array<PlayerController> GetRecipientsControllers() |
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{ |
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local int i; |
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local PlayerController nextRecipient; |
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local PlayerService playerService; |
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local ConnectionService connectionService; |
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local array<PlayerController> recipients; |
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local array<ConnectionService.Connection> connections; |
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// No targets |
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if (targetType == CWTARGET_None) { |
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return recipients; |
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} |
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// Single target case |
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if (targetType != CWTARGET_All) |
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{ |
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playerService = PlayerService(class'PlayerService'.static.Require()); |
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if (playerService != none && outputTarget != none) { |
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nextRecipient = playerService.GetController(outputTarget); |
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} |
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if (nextRecipient != none) { |
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recipients[0] = nextRecipient; |
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} |
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return recipients; |
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} |
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// All players target case |
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connectionService = |
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ConnectionService(class'ConnectionService'.static.Require()); |
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if (connectionService == none) { |
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return recipients; |
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} |
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connections = connectionService.GetActiveConnections(); |
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for (i = 0; i < connections.length; i += 1) |
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{ |
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if (connections[i].controllerReference != none) { |
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recipients[recipients.length] = connections[i].controllerReference; |
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} |
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} |
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return recipients; |
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} |
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defaultproperties |
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{ |
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NEWLINE_PREFIX = "| " |
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BROKENLINE_PREFIX = " " |
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INDENTATION = " " |
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} |