Anton Tarasenko
4 years ago
3 changed files with 1046 additions and 0 deletions
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|
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/** |
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* API that provides functions for outputting text in |
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* Killing Floor's console. It takes care of coloring output and breaking up |
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* long lines (since allowing game to handle line breaking completely |
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* messes up console output). |
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* |
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* Actual output is taken care of by `ConsoleWriter` objects that this |
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* API generates. |
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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 ConsoleAPI extends Singleton |
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config(AcediaSystem); |
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|
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/** |
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* Main issue with console output in Killing Floor is |
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* automatic line breaking of long enough messages: |
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* it breaks formatting and can lead to an ugly text overlapping. |
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* To fix this we will try to break up user's output into lines ourselves, |
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* before game does it for us. |
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* |
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* We are not 100% sure how Killing Floor decides when to break the line, |
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* but it seems to calculate how much text can actually fit in a certain |
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* area on screen. |
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* There are two issues: |
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* 1. We do not know for sure what this limit value is. |
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* Even if we knew how to compute it, we cannot do that in server mode, |
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* since it depends on a screen resolution and font, which |
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* can vary for different players. |
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* 2. Even invisible characters, such as color change sequences, |
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* that do not take any space on the screen, contribute towards |
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* that limit. So for a heavily colored text we will have to |
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* break line much sooner than for the plain text. |
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* Both issues are solved by introducing two limits that users themselves |
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* are allowed to change: visible character limit and total character limit. |
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* ~ Total character limit will be a hard limit on a character amount in |
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* a line (including hidden ones used for color change sequences) that |
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* will be used to prevent Killing Floor's native line breaks. |
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* ~ Visible character limit will be a lower limit on amount of actually |
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* visible character. It introduction basically reserves some space that can be |
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* used only for color change sequences. Without this limit lines with |
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* colored lines will appear to be shorter that mono-colored ones. |
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* Visible limit will help to alleviate this problem. |
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* |
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* For example, if we set total limit to `120` and visible limit to `80`: |
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* 1. Line not formatted with color will all break at |
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* around length of `80`. |
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* 2. Since color change sequence consists of 4 characters: |
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* we can fit up to `(120 - 80) / 4 = 10` color swaps into each line, |
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* while still breaking them at a around the same length of `80`. |
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* ~ To differentiate our line breaks from line breaks intended by |
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* the user, we will also add 2 symbols worth of padding in front of all our |
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* output: |
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* 1. Before intended new line they will be just two spaces. |
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* 2. After our line break we will replace first space with "|" to indicate |
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* that we had to break a long line. |
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* |
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* Described measures are not perfect: |
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* 1. Since Killing Floor's console doe not use monospaced font, |
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* the same amount of characters on the line does not mean lines of |
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* visually the same length; |
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* 2. Heavily enough colored lines are still going to be shorter; |
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* 3. Depending on a resolution, default limits may appear to either use |
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* too little space (for high resolutions) or, on the contrary, |
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* not prevent native line breaks (low resolutions). |
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* In these cases user might be required to manually set limits; |
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* 4. There are probably more. |
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* But if seems to provide good enough results for the average use case. |
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*/ |
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|
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/** |
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* Configures how text will be rendered in target console(s). |
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*/ |
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struct ConsoleDisplaySettings |
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{ |
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// What color to use for text by default |
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var Color defaultColor; |
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// How many visible characters in be displayed in a line? |
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var int maxVisibleLineWidth; |
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// How many total characters can be output at once? |
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var int maxTotalLineWidth; |
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}; |
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// We will store data for `ConsoleDisplaySettings` separately for the ease of |
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// configuration. |
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var private config Color defaultColor; |
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var private config int maxVisibleLineWidth; |
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var private config int maxTotalLineWidth; |
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|
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/** |
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* Return current global 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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* Instances of `ConsoleWriter` are initialized with this value, |
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* but can later change this value independently. |
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* Changes to global values do not affect already created `ConsoleWriters`. |
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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 maxVisibleLineWidth; |
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} |
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|
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/** |
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* Sets current global 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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* Instances of `ConsoleWriter` are initialized with this value, |
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* but can later change this value independently. |
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* Changes to global values do not affect already created `ConsoleWriters`. |
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* |
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* @param newMaxVisibleLineWidth New global visible character limit. |
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*/ |
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public final function SetVisibleLineLength(int newMaxVisibleLineWidth) |
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{ |
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maxVisibleLineWidth = newMaxVisibleLineWidth; |
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} |
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|
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/** |
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* Return current global 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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* Instances of `ConsoleWriter` are initialized with this value, |
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* but can later change this value independently. |
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* Changes to global values do not affect already created `ConsoleWriters`. |
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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 maxTotalLineWidth; |
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} |
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|
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/** |
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* Sets current global total limit that describes how many (at most) |
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* characters can be output in the console line, counting both visible symbols |
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* and color change sequences. |
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* |
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* Instances of `ConsoleWriter` are initialized with this value, |
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* but can later change this value independently. |
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* Changes to global values do not affect already created `ConsoleWriters`. |
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* |
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* @param newMaxTotalLineWidth New global total character limit. |
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*/ |
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public final function SetTotalLineLength(int newMaxTotalLineWidth) |
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{ |
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maxTotalLineWidth = newMaxTotalLineWidth; |
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} |
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|
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/** |
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* Return current global 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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* Instances of `ConsoleWriter` are initialized with this value, |
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* but can later change this value independently. |
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* Changes to global values do not affect already created `ConsoleWriters`. |
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* |
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* @return Current default output color. |
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*/ |
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public final function Color GetDefaultColor(int newMaxTotalLineWidth) |
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{ |
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return defaultColor; |
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} |
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|
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/** |
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* Sets current global default color for console output., |
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* |
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* Instances of `ConsoleWriter` are initialized with this value, |
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* but can later change this value independently. |
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* Changes to global values do not affect already created `ConsoleWriters`. |
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* |
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* @param newMaxTotalLineWidth New global default output color. |
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*/ |
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public final function SetDefaultColor(Color newDefaultColor) |
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{ |
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defaultColor = newDefaultColor; |
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} |
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|
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/** |
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* Returns borrowed `ConsoleWriter` instance that will write into |
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* consoles of all players. |
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* |
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* @return ConsoleWriter Borrowed `ConsoleWriter` instance, configured to |
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* write into consoles of all players. |
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* Never `none`. |
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*/ |
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public final function ConsoleWriter ForAll() |
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{ |
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local ConsoleDisplaySettings globalSettings; |
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globalSettings.defaultColor = defaultColor; |
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globalSettings.maxTotalLineWidth = maxTotalLineWidth; |
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globalSettings.maxVisibleLineWidth = maxVisibleLineWidth; |
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return ConsoleWriter(_.memory.Claim(class'ConsoleWriter')) |
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.Initialize(globalSettings).ForAll(); |
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} |
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|
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/** |
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* Returns borrowed `ConsoleWriter` instance that will write into |
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* console of the player with a given controller. |
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* |
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* @param targetController Player, to whom console we want to write. |
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* If `none` - returned `ConsoleWriter` would be configured to |
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* throw messages away. |
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* @return Borrowed `ConsoleWriter` instance, configured to |
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* write into consoles of all players. |
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* Never `none`. |
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*/ |
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public final function ConsoleWriter For(PlayerController targetController) |
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{ |
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local ConsoleDisplaySettings globalSettings; |
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globalSettings.defaultColor = defaultColor; |
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globalSettings.maxTotalLineWidth = maxTotalLineWidth; |
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globalSettings.maxVisibleLineWidth = maxVisibleLineWidth; |
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return ConsoleWriter(_.memory.Claim(class'ConsoleWriter')) |
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.Initialize(globalSettings).ForController(targetController); |
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} |
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|
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/** |
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* Returns new `ConsoleWriter` instance that will write into |
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* consoles of all players. |
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* Should be freed after use. |
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* |
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* @return ConsoleWriter New `ConsoleWriter` instance, configured to |
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* write into consoles of all players. |
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* Never `none`. |
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*/ |
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public final function ConsoleWriter MakeForAll() |
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{ |
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local ConsoleDisplaySettings globalSettings; |
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globalSettings.defaultColor = defaultColor; |
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globalSettings.maxTotalLineWidth = maxTotalLineWidth; |
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globalSettings.maxVisibleLineWidth = maxVisibleLineWidth; |
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return ConsoleWriter(_.memory.Allocate(class'ConsoleWriter')) |
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.Initialize(globalSettings).ForAll(); |
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} |
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|
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/** |
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* Returns new `ConsoleWriter` instance that will write into |
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* console of the player with a given controller. |
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* Should be freed after use. |
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* |
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* @param targetController Player, to whom console we want to write. |
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* If `none` - returned `ConsoleWriter` would be configured to |
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* throw messages away. |
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* @return New `ConsoleWriter` instance, configured to |
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* write into consoles of all players. |
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* Never `none`. |
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*/ |
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public final function ConsoleWriter MakeFor(PlayerController targetController) |
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{ |
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local ConsoleDisplaySettings globalSettings; |
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globalSettings.defaultColor = defaultColor; |
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globalSettings.maxTotalLineWidth = maxTotalLineWidth; |
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globalSettings.maxVisibleLineWidth = maxVisibleLineWidth; |
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return ConsoleWriter(_.memory.Allocate(class'ConsoleWriter')) |
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.Initialize(globalSettings).ForController(targetController); |
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} |
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|
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defaultproperties |
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{ |
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defaultColor = (R=255,G=255,B=255,A=255) |
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// These should guarantee decent text output even at |
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// 640x480 shit resolution |
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maxVisibleLineWidth = 80 |
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maxTotalLineWidth = 108 |
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} |
@ -0,0 +1,393 @@
|
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/** |
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* Object that provides a buffer functionality for Killing Floor's (in-game) |
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* console output: it accepts content that user want to output and breaks it |
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* into lines that will be well-rendered according to the given |
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* `ConsoleDisplaySettings`. |
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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 ConsoleBuffer extends AcediaObject |
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dependson(Text) |
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dependson(ConsoleAPI); |
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|
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/** |
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* `ConsoleBuffer` works by breaking it's input into words, counting how much |
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* space they take up and only then deciding to which line to append them |
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* (new or the next, new one). |
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*/ |
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var private int CODEPOINT_ESCAPE; |
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var private int CODEPOINT_NEWLINE; |
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var private int COLOR_SEQUENCE_LENGTH; |
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|
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// Display settings according to which to format our output |
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var private ConsoleAPI.ConsoleDisplaySettings displaySettings; |
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|
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/** |
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* This structure is used to both share results of our work and for tracking |
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* information about the line we are currently filling. |
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*/ |
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struct LineRecord |
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{ |
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// Contents of the line, in `STRING_Colored` format |
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var string contents; |
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// Is this a wrapped line? |
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// `true` means that this line was supposed to be part part of another, |
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// singular line of text, that had to be broken into smaller pieces. |
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// Such lines will start with "|" in front of them in Acedia's |
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// `ConsoleWriter`. |
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var bool wrappedLine; |
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// Information variables that describe how many visible and total symbols |
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// (visible + color change sequences) are stored int the `line` |
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var int visibleSymbolsStored; |
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var int totalSymbolsStored; |
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// Does `contents` contain a color change sequence? |
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// Non-empty line can have no such sequence if they consist of whitespaces. |
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var private bool colorInserted; |
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// If `colorInserted == true`, stores the last inserted color. |
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var private Color endColor; |
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}; |
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// Lines that are ready to be output to the console |
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var private array<LineRecord> completedLines; |
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|
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// Line we are currently building |
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var private LineRecord currentLine; |
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// Word we are currently building, colors of it's characters will be |
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// automatically converted into `STRCOLOR_Struct`, according to the default |
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// color setting at the time of their addition. |
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var private array<Text.Character> wordBuffer; |
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// Amount of color swaps inside `wordBuffer` |
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var private int colorSwapsInWordBuffer; |
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|
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/** |
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* Returns current setting used by this buffer to break up it's input into |
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* lines fit to be output in console. |
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* |
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* @return Currently used `ConsoleDisplaySettings`. |
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*/ |
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public final function ConsoleAPI.ConsoleDisplaySettings GetSettings() |
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{ |
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return displaySettings; |
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} |
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|
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/** |
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* Sets new setting to be used by this buffer to break up it's input into |
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* lines fit to be output in console. |
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* |
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* It is recommended (although not required) to call `Flush()` before |
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* changing settings. Not doing so would not lead to any errors or warnings, |
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* but can lead to some wonky results and is considered an undefined behavior. |
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* |
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* @param newSettings New `ConsoleDisplaySettings` to be used. |
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* @return Returns caller `ConsoleBuffer` to allow for method chaining. |
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*/ |
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public final function ConsoleBuffer SetSettings( |
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ConsoleAPI.ConsoleDisplaySettings newSettings) |
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{ |
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displaySettings = newSettings; |
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return self; |
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} |
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|
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/** |
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* Does caller `ConsoleBuffer` has any completed lines that can be output? |
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* |
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* "Completed line" means that nothing else will be added to it. |
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* So negative (`false`) response does not mean that the buffer is empty, - |
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* it can still contain an uncompleted and non-empty line that can still be |
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* expanded with `InsertString()`. If you want to completely empty the buffer - |
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* call the `Flush()` method. |
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* Also see `IsEmpty()`. |
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* |
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* @return `true` if caller `ConsoleBuffer` has no completed lines and |
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* `false` otherwise. |
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*/ |
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public final function bool HasCompletedLines() |
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{ |
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return (completedLines.length > 0); |
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} |
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|
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/** |
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* Does caller `ConsoleBuffer` has any unprocessed input? |
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* |
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* Note that `ConsoleBuffer` can be non-empty, but no completed line if it |
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* currently builds one. |
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* See `Flush()` and `HasCompletedLines()` methods. |
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* |
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* @return `true` if `ConsoleBuffer` is completely empty |
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* (either did not receive or already returned all processed input) and |
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* `false` otherwise. |
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*/ |
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public final function bool IsEmpty() |
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{ |
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if (HasCompletedLines()) return false; |
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if (currentLine.totalSymbolsStored > 0) return false; |
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if (wordBuffer.length > 0) return false; |
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return true; |
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} |
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|
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/** |
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* Clears the buffer of all data, but leaving current settings intact. |
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* After this calling method `IsEmpty()` should return `true`. |
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* |
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* @return Returns caller `ConsoleBuffer` to allow method chaining. |
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*/ |
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public final function ConsoleBuffer Clear() |
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{ |
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local LineRecord newLineRecord; |
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currentLine = newLineRecord; |
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completedLines.length = 0; |
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return self; |
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} |
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|
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/** |
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* Inserts a string into the buffer. This method does not automatically break |
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* the line after the `input`, call `Flush()` or add line feed symbol "\n" |
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* at the end of the `input` if you want that. |
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* |
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* @param input `string` to be added to the current line in caller |
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* `ConsoleBuffer`. |
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* @param inputType How to treat given `string` regarding coloring. |
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* @return Returns caller `ConsoleBuffer` to allow method chaining. |
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*/ |
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public final function ConsoleBuffer InsertString( |
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string input, |
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Text.StringType inputType) |
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{ |
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local int inputConsumed; |
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local array<Text.Character> rawInput; |
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rawInput = _().text.StringToRaw(input, inputType); |
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while (rawInput.length > 0) |
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{ |
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// Fill word buffer, remove consumed input from `rawInput` |
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inputConsumed = 0; |
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while (inputConsumed < rawInput.length) |
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{ |
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if (_().text.IsWhitespace(rawInput[inputConsumed])) break; |
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InsertIntoWordBuffer(rawInput[inputConsumed]); |
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inputConsumed += 1; |
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} |
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rawInput.Remove(0, inputConsumed); |
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// If we didn't encounter any whitespace symbols - bail |
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if (rawInput.length <= 0) { |
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return self; |
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} |
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FlushWordBuffer(); |
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// Dump whitespaces into lines |
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inputConsumed = 0; |
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while (inputConsumed < rawInput.length) |
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{ |
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if (!_().text.IsWhitespace(rawInput[inputConsumed])) break; |
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AppendWhitespaceToCurrentLine(rawInput[inputConsumed]); |
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inputConsumed += 1; |
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} |
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rawInput.Remove(0, inputConsumed); |
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} |
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return self; |
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} |
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|
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/** |
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* Returns (and makes caller `ConsoleBuffer` forget) next completed line that |
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* can be output to console in `STRING_Colored` format. |
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* |
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* If there are no completed line to return - returns an empty one. |
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* |
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* @return Next completed line that can be output, in `STRING_Colored` format. |
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*/ |
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public final function LineRecord PopNextLine() |
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{ |
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local LineRecord result; |
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if (completedLines.length <= 0) return result; |
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result = completedLines[0]; |
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completedLines.Remove(0, 1); |
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return result; |
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} |
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|
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/** |
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* Forces all buffered data into "completed line" array, making it retrievable |
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* by `PopNextLine()`. |
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* |
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* @return Next completed line that can be output, in `STRING_Colored` format. |
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*/ |
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public final function ConsoleBuffer Flush() |
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{ |
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FlushWordBuffer(); |
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BreakLine(false); |
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return self; |
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} |
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|
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// It is assumed that passed characters are not whitespace, - |
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// responsibility to check is on the one calling this method. |
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private final function InsertIntoWordBuffer(Text.Character newCharacter) |
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{ |
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local int newCharacterIndex; |
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local Color oldColor, newColor; |
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newCharacterIndex = wordBuffer.length; |
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// Fix text color in the buffer to remember default color, if we use it. |
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newCharacter.color = |
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_().text.GetCharacterColor(newCharacter, displaySettings.defaultColor); |
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newCharacter.colorType = STRCOLOR_Struct; |
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wordBuffer[newCharacterIndex] = newCharacter; |
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if (newCharacterIndex <= 0) { |
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return; |
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} |
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oldColor = wordBuffer[newCharacterIndex].color; |
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newColor = wordBuffer[newCharacterIndex - 1].color; |
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if (!_().color.AreEqual(oldColor, newColor, true)) { |
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colorSwapsInWordBuffer += 1; |
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} |
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} |
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|
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// Pushes whole `wordBuffer` into lines |
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private final function FlushWordBuffer() |
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{ |
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local int i; |
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local Color newColor; |
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if (!WordCanFitInCurrentLine() && WordCanFitInNewLine()) { |
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BreakLine(true); |
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} |
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for (i = 0; i < wordBuffer.length; i += 1) |
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{ |
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if (!CanAppendNonWhitespaceIntoLine(wordBuffer[i])) { |
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BreakLine(true); |
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} |
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newColor = wordBuffer[i].color; |
||||
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( |
||||
Text.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(nextCharacter.color)) { |
||||
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(Text.Character whitespace) |
||||
{ |
||||
if (_().text.IsCodePoint(whitespace, CODEPOINT_NEWLINE)) { |
||||
BreakLine(true); |
||||
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(wordBuffer[0].color)) { |
||||
totalCharactersInWord += COLOR_SEQUENCE_LENGTH; |
||||
} |
||||
return (totalCharactersInWord <= totalLimit); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
CODEPOINT_ESCAPE = 27 |
||||
CODEPOINT_NEWLINE = 10 |
||||
// CODEPOINT_ESCAPE + <redByte> + <greenByte> + <blueByte> |
||||
COLOR_SEQUENCE_LENGTH = 4 |
||||
} |
@ -0,0 +1,373 @@
|
||||
/** |
||||
* 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 <https://www.gnu.org/licenses/>. |
||||
*/ |
||||
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; |
||||
|
||||
/** |
||||
* 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; |
||||
// Controller of the player that will receive output passed |
||||
// to this `ConsoleWriter`. |
||||
// Only used when `targetType == CWTARGET_Player` |
||||
var private PlayerController 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 a player, |
||||
* given by a passed `PlayerController`. |
||||
* `Flush()` will be automatically called between target change. |
||||
* |
||||
* @param targetController 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 ForController( |
||||
PlayerController targetController |
||||
) |
||||
{ |
||||
Flush(); |
||||
if (targetController != none) |
||||
{ |
||||
targetType = CWTARGET_Player; |
||||
outputTarget = targetController; |
||||
} |
||||
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 `PlayerController` of the player to whom console caller |
||||
* `ConsoleWriter` is outputting messages. |
||||
* |
||||
* @return `PlayerController` of the player to whom console caller |
||||
* `ConsoleWriter` is outputting messages. |
||||
* Returns `none` iff it currently outputs to every player or to no one. |
||||
*/ |
||||
public final function PlayerController GetTargetPlayerController() |
||||
{ |
||||
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 a formatted string into console. |
||||
* |
||||
* Does not trigger console output, for that use `WriteLine()` or `Flush()`. |
||||
* |
||||
* To output a different type of string into a console, use `WriteT()`. |
||||
* |
||||
* @param message Formatted string to output. |
||||
* @return Returns caller `ConsoleWriter` to allow for method chaining. |
||||
*/ |
||||
public final function ConsoleWriter Write(string message) |
||||
{ |
||||
outputBuffer.InsertString(message, STRING_Formatted); |
||||
return self; |
||||
} |
||||
|
||||
/** |
||||
* Writes a formatted string into console. |
||||
* Result will be output immediately, starts a new line. |
||||
* |
||||
* To output a different type of string into a console, use `WriteLineT()`. |
||||
* |
||||
* @param message Formatted string to output. |
||||
* @return Returns caller `ConsoleWriter` to allow for method chaining. |
||||
*/ |
||||
public final function ConsoleWriter WriteLine(string message) |
||||
{ |
||||
outputBuffer.InsertString(message, STRING_Formatted); |
||||
Flush(); |
||||
return self; |
||||
} |
||||
|
||||
/** |
||||
* Writes a `string` of specified type into console. |
||||
* |
||||
* Does not trigger console output, for that use `WriteLineT()` or `Flush()`. |
||||
* |
||||
* To output a formatted string you might want to simply use `Write()`. |
||||
* |
||||
* @param message String of a given type to output. |
||||
* @param inputType Type of the string method should output. |
||||
* @return Returns caller `ConsoleWriter` to allow for method chaining. |
||||
*/ |
||||
public final function ConsoleWriter WriteT( |
||||
string message, |
||||
Text.StringType inputType) |
||||
{ |
||||
outputBuffer.InsertString(message, inputType); |
||||
return self; |
||||
} |
||||
|
||||
/** |
||||
* Writes a `string` of specified type into console. |
||||
* Result will be output immediately, starts a new line. |
||||
* |
||||
* To output a formatted string you might want to simply use `WriteLine()`. |
||||
* |
||||
* @param message String of a given type to output. |
||||
* @param inputType Type of the string method should output. |
||||
* @return Returns caller `ConsoleWriter` to allow for method chaining. |
||||
*/ |
||||
public final function ConsoleWriter WriteLineT( |
||||
string message, |
||||
Text.StringType inputType) |
||||
{ |
||||
outputBuffer.InsertString(message, inputType); |
||||
Flush(); |
||||
return self; |
||||
} |
||||
|
||||
// Send all completed lines from an `outputBuffer` |
||||
private final function SendBuffer() |
||||
{ |
||||
local string prefix; |
||||
local ConnectionService service; |
||||
local ConsoleBuffer.LineRecord nextLineRecord; |
||||
while (outputBuffer.HasCompletedLines()) |
||||
{ |
||||
nextLineRecord = outputBuffer.PopNextLine(); |
||||
if (nextLineRecord.wrappedLine) { |
||||
prefix = NEWLINE_PREFIX; |
||||
} |
||||
else { |
||||
prefix = BROKENLINE_PREFIX; |
||||
} |
||||
service = ConnectionService(class'ConnectionService'.static.Require()); |
||||
SendConsoleMessage(service, prefix $ nextLineRecord.contents); |
||||
} |
||||
} |
||||
|
||||
// Assumes `service != none`, caller function must ensure that. |
||||
private final function SendConsoleMessage( |
||||
ConnectionService service, |
||||
string message) |
||||
{ |
||||
local int i; |
||||
local array<ConnectionService.Connection> connections; |
||||
if (targetType != CWTARGET_All) |
||||
{ |
||||
if (outputTarget != none) { |
||||
outputTarget.ClientMessage(message); |
||||
} |
||||
return; |
||||
} |
||||
connections = service.GetActiveConnections(); |
||||
for (i = 0; i < connections.length; i += 1) { |
||||
connections[i].controllerReference.ClientMessage(message); |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
NEWLINE_PREFIX = "| " |
||||
BROKENLINE_PREFIX = " " |
||||
} |
Loading…
Reference in new issue