Add ConsoleAPI
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280
sources/Core/Console/ConsoleAPI.uc
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280
sources/Core/Console/ConsoleAPI.uc
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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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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* 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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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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}
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393
sources/Core/Console/ConsoleBuffer.uc
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393
sources/Core/Console/ConsoleBuffer.uc
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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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* `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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// 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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* 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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// 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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* 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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* 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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* 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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* 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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* 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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* 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);
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns (and makes caller `ConsoleBuffer` forget) next completed line that
|
||||
* can be output to console in `STRING_Colored` format.
|
||||
*
|
||||
* If there are no completed line to return - returns an empty one.
|
||||
*
|
||||
* @return Next completed line that can be output, in `STRING_Colored` format.
|
||||
*/
|
||||
public final function LineRecord PopNextLine()
|
||||
{
|
||||
local LineRecord result;
|
||||
if (completedLines.length <= 0) return result;
|
||||
result = completedLines[0];
|
||||
completedLines.Remove(0, 1);
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Forces all buffered data into "completed line" array, making it retrievable
|
||||
* by `PopNextLine()`.
|
||||
*
|
||||
* @return Next completed line that can be output, in `STRING_Colored` format.
|
||||
*/
|
||||
public final function ConsoleBuffer Flush()
|
||||
{
|
||||
FlushWordBuffer();
|
||||
BreakLine(false);
|
||||
return self;
|
||||
}
|
||||
|
||||
// It is assumed that passed characters are not whitespace, -
|
||||
// responsibility to check is on the one calling this method.
|
||||
private final function InsertIntoWordBuffer(Text.Character newCharacter)
|
||||
{
|
||||
local int newCharacterIndex;
|
||||
local Color oldColor, newColor;
|
||||
newCharacterIndex = wordBuffer.length;
|
||||
// Fix text color in the buffer to remember default color, if we use it.
|
||||
newCharacter.color =
|
||||
_().text.GetCharacterColor(newCharacter, displaySettings.defaultColor);
|
||||
newCharacter.colorType = STRCOLOR_Struct;
|
||||
wordBuffer[newCharacterIndex] = newCharacter;
|
||||
if (newCharacterIndex <= 0) {
|
||||
return;
|
||||
}
|
||||
oldColor = wordBuffer[newCharacterIndex].color;
|
||||
newColor = wordBuffer[newCharacterIndex - 1].color;
|
||||
if (!_().color.AreEqual(oldColor, newColor, true)) {
|
||||
colorSwapsInWordBuffer += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Pushes whole `wordBuffer` into lines
|
||||
private final function FlushWordBuffer()
|
||||
{
|
||||
local int i;
|
||||
local Color newColor;
|
||||
if (!WordCanFitInCurrentLine() && WordCanFitInNewLine()) {
|
||||
BreakLine(true);
|
||||
}
|
||||
for (i = 0; i < wordBuffer.length; i += 1)
|
||||
{
|
||||
if (!CanAppendNonWhitespaceIntoLine(wordBuffer[i])) {
|
||||
BreakLine(true);
|
||||
}
|
||||
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
|
||||
}
|
373
sources/Core/Console/ConsoleWriter.uc
Normal file
373
sources/Core/Console/ConsoleWriter.uc
Normal file
@ -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 = " "
|
||||
}
|
Reference in New Issue
Block a user