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source: code/trunk/src/orxonox/overlays/InGameConsole.cc @ 11768

Last change on this file since 11768 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 24.1 KB
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[1505]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Felix Schulthess
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *
27 */
28
29
30#include "InGameConsole.h"
31
[3280]32#include <algorithm>
[1505]33#include <string>
34#include <OgreOverlay.h>
35#include <OgreOverlayElement.h>
36#include <OgreOverlayManager.h>
37#include <OgreOverlayContainer.h>
[3196]38#include <OgreBorderPanelOverlayElement.h>
39#include <OgreTextAreaOverlayElement.h>
[1633]40#include <OgreFontManager.h>
41#include <OgreFont.h>
[1505]42
[5929]43#include "util/Clock.h"
44#include "util/Convert.h"
[1633]45#include "util/Math.h"
[6417]46#include "util/DisplayStringConversions.h"
[8858]47#include "util/output/MemoryWriter.h"
[9550]48#include "util/output/OutputManager.h"
[1505]49#include "core/CoreIncludes.h"
[9667]50#include "core/config/ConfigValueIncludes.h"
[10624]51#include "core/command/ConsoleCommandIncludes.h"
52#include "core/singleton/ScopedSingletonIncludes.h"
[7689]53#include "core/GUIManager.h"
[1535]54#include "core/input/InputManager.h"
[3327]55#include "core/input/InputState.h"
[1755]56#include "core/input/InputBuffer.h"
[7689]57#include "core/LuaState.h"
[1505]58
59namespace orxonox
60{
[1784]61    const int LINES = 30;
[8858]62    const float CHAR_WIDTH = 8.0f; // fix this please - determine the char-width dynamically
[1784]63
[8079]64    SetConsoleCommand("InGameConsole", "openConsole", &InGameConsole::openConsole);
65    SetConsoleCommand("InGameConsole", "closeConsole", &InGameConsole::closeConsole);
[1505]66
[10624]67    ManageScopedSingleton(InGameConsole, ScopeID::GRAPHICS, false);
[1755]68
[10624]69    RegisterAbstractClass(InGameConsole).inheritsFrom<WindowEventListener>().inheritsFrom<UpdateListener>();
70
[1505]71    /**
72        @brief Constructor: Creates and initializes the InGameConsole.
73    */
[1755]74    InGameConsole::InGameConsole()
[6417]75        : shell_(new Shell("InGameConsole", true))
76        , bShowCursor_(false)
[11071]77        , consoleOverlay_(nullptr)
78        , consoleOverlayContainer_(nullptr)
79        , consoleOverlayNoise_(nullptr)
80        , consoleOverlayCursor_(nullptr)
81        , consoleOverlayBorder_(nullptr)
82        , consoleOverlayTextAreas_(nullptr)
83        , inputState_(nullptr)
[1505]84    {
85        RegisterObject(InGameConsole);
86
[1540]87        this->bActive_ = false;
[1577]88        this->cursor_ = 0.0f;
[1505]89        this->cursorSymbol_ = '|';
90        this->inputWindowStart_ = 0;
91        this->numLinesShifted_ = LINES - 1;
[1577]92        // for the beginning, don't scroll
93        this->scroll_ = 0;
[1505]94
95        this->setConfigValues();
[5929]96        this->initialise();
[8729]97
98        // Output buffering is not anymore needed. Not the best solution to do
99        // this here, but there isn't much of another way.
[9550]100        OutputManager::getInstance().getMemoryWriter()->disable();
[1505]101    }
102
103    /**
104        @brief Destructor: Destroys the TextAreas.
105    */
[3301]106    InGameConsole::~InGameConsole()
[1505]107    {
[1755]108        this->deactivate();
[1505]109
[1755]110        // destroy the input state previously created (InputBuffer gets destroyed by the Shell)
[3327]111        InputManager::getInstance().destroyState("console");
[1755]112
[6105]113        // destroy the underlaying shell
[9667]114        delete this->shell_;
[6105]115
[1755]116        Ogre::OverlayManager* ovMan = Ogre::OverlayManager::getSingletonPtr();
117        if (ovMan)
118        {
119            if (this->consoleOverlayNoise_)
120                Ogre::OverlayManager::getSingleton().destroyOverlayElement(this->consoleOverlayNoise_);
121            if (this->consoleOverlayCursor_)
122                Ogre::OverlayManager::getSingleton().destroyOverlayElement(this->consoleOverlayCursor_);
[1819]123            Ogre::FontManager::getSingleton().remove("MonofurConsole");
[1755]124            if (this->consoleOverlayBorder_)
125                Ogre::OverlayManager::getSingleton().destroyOverlayElement(this->consoleOverlayBorder_);
126            if (this->consoleOverlayTextAreas_)
127            {
128                for (int i = 0; i < LINES; i++)
129                {
130                    if (this->consoleOverlayTextAreas_[i])
[7689]131                        Ogre::OverlayManager::getSingleton().destroyOverlayElement(this->consoleOverlayTextAreas_[i]);
[11071]132                    this->consoleOverlayTextAreas_[i] = nullptr;
[1755]133                }
134
135            }
136            if (this->consoleOverlayContainer_)
137                Ogre::OverlayManager::getSingleton().destroyOverlayElement(this->consoleOverlayContainer_);
138        }
139        if (this->consoleOverlayTextAreas_)
140        {
141            delete[] this->consoleOverlayTextAreas_;
[11071]142            this->consoleOverlayTextAreas_ = nullptr;
[1755]143        }
144
[1819]145        if (this->consoleOverlay_)
146            Ogre::OverlayManager::getSingleton().destroy(consoleOverlay_);
[1505]147    }
148
149    /**
150        @brief Sets the config values, describing the size of the console.
151    */
152    void InGameConsole::setConfigValues()
153    {
[1577]154        SetConfigValue(relativeWidth, 0.8);
155        SetConfigValue(relativeHeight, 0.4);
156        SetConfigValue(blinkTime, 0.5);
157        SetConfigValue(scrollSpeed_, 3.0f);
158        SetConfigValue(noiseSize_, 1.0f);
[1578]159        SetConfigValue(cursorSymbol_, '|');
[1878]160        SetConfigValue(bHidesAllInput_, false).callback(this, &InGameConsole::bHidesAllInputChanged);
[1505]161    }
162
163    /**
[1878]164        @brief Called whenever bHidesAllInput_ changes.
165    */
166    void InGameConsole::bHidesAllInputChanged()
167    {
168        if (inputState_)
169        {
170            if (bHidesAllInput_)
171            {
[3327]172                inputState_->setMouseHandler(&InputHandler::EMPTY);
173                inputState_->setJoyStickHandler(&InputHandler::EMPTY);
[1878]174            }
175            else
176            {
[11071]177                inputState_->setMouseHandler(nullptr);
178                inputState_->setJoyStickHandler(nullptr);
[1878]179            }
180        }
181    }
182
183    /**
[1577]184        @brief Initializes the InGameConsole.
185    */
[3327]186    void InGameConsole::initialise()
[1577]187    {
[1755]188        // create the corresponding input state
[3327]189        inputState_ = InputManager::getInstance().createInputState("console", false, false, InputStatePriority::Console);
[6105]190        inputState_->setKeyHandler(this->shell_->getInputBuffer());
[1878]191        bHidesAllInputChanged();
[1755]192
[1577]193        // create overlay and elements
194        Ogre::OverlayManager* ovMan = Ogre::OverlayManager::getSingletonPtr();
195
196        // create actual overlay
197        this->consoleOverlay_ = ovMan->create("InGameConsoleConsole");
198
199        // create a container
[1615]200        this->consoleOverlayContainer_ = static_cast<Ogre::OverlayContainer*>(ovMan->createOverlayElement("Panel", "InGameConsoleContainer"));
[1577]201        this->consoleOverlayContainer_->setMetricsMode(Ogre::GMM_RELATIVE);
202        this->consoleOverlayContainer_->setPosition((1 - this->relativeWidth) / 2, 0);
203        this->consoleOverlayContainer_->setDimensions(this->relativeWidth, this->relativeHeight);
204        this->consoleOverlay_->add2D(this->consoleOverlayContainer_);
205
206        // create BorderPanel
[1615]207        this->consoleOverlayBorder_ = static_cast<Ogre::BorderPanelOverlayElement*>(ovMan->createOverlayElement("BorderPanel", "InGameConsoleBorderPanel"));
[1577]208        this->consoleOverlayBorder_->setMetricsMode(Ogre::GMM_PIXELS);
209        this->consoleOverlayBorder_->setMaterialName("ConsoleCenter");
210        this->consoleOverlayBorder_->setBorderSize(16, 16, 0, 16);
211        this->consoleOverlayBorder_->setBorderMaterialName("ConsoleBorder");
[6502]212        this->consoleOverlayBorder_->setLeftBorderUV(0.0f, 0.49f, 0.5f, 0.51f);
213        this->consoleOverlayBorder_->setRightBorderUV(0.5f, 0.49f, 1.0f, 0.5f);
214        this->consoleOverlayBorder_->setBottomBorderUV(0.49f, 0.5f, 0.51f, 1.0f);
215        this->consoleOverlayBorder_->setBottomLeftBorderUV(0.0f, 0.5f, 0.5f, 1.0f);
216        this->consoleOverlayBorder_->setBottomRightBorderUV(0.5f, 0.5f, 1.0f, 1.0f);
[1577]217        this->consoleOverlayContainer_->addChild(this->consoleOverlayBorder_);
218
[1633]219        // create a new font to match the requested size exactly
220        Ogre::FontPtr font = static_cast<Ogre::FontPtr>
221            (Ogre::FontManager::getSingleton().create("MonofurConsole", "General"));
222        font->setType(Ogre::FT_TRUETYPE);
223        font->setSource("Monofur.ttf");
224        font->setTrueTypeSize(18);
225        // reto: I don't know why, but setting the resolution twice as high makes the font look a lot clearer
226        font->setTrueTypeResolution(192);
227        font->addCodePointRange(Ogre::Font::CodePointRange(33, 126));
228        font->addCodePointRange(Ogre::Font::CodePointRange(161, 255));
229
[6417]230        // create noise
231        this->consoleOverlayNoise_ = static_cast<Ogre::PanelOverlayElement*>(ovMan->createOverlayElement("Panel", "InGameConsoleNoise"));
232        this->consoleOverlayNoise_->setMetricsMode(Ogre::GMM_PIXELS);
233        this->consoleOverlayNoise_->setPosition(5,0);
234        this->consoleOverlayNoise_->setMaterialName("ConsoleNoiseSmall");
235        // comment following line to disable noise
236        this->consoleOverlayBorder_->addChild(this->consoleOverlayNoise_);
237
[1577]238        // create the text lines
[1615]239        this->consoleOverlayTextAreas_ = new Ogre::TextAreaOverlayElement*[LINES];
[1577]240        for (int i = 0; i < LINES; i++)
241        {
[3280]242            this->consoleOverlayTextAreas_[i] = static_cast<Ogre::TextAreaOverlayElement*>(ovMan->createOverlayElement("TextArea", "InGameConsoleTextArea" + multi_cast<std::string>(i)));
[1577]243            this->consoleOverlayTextAreas_[i]->setMetricsMode(Ogre::GMM_PIXELS);
[1633]244            this->consoleOverlayTextAreas_[i]->setFontName("MonofurConsole");
[1577]245            this->consoleOverlayTextAreas_[i]->setCharHeight(18);
246            this->consoleOverlayTextAreas_[i]->setParameter("colour_top", "0.21 0.69 0.21");
247            this->consoleOverlayTextAreas_[i]->setLeft(8);
248            this->consoleOverlayTextAreas_[i]->setCaption("");
[6417]249            this->consoleOverlayNoise_->addChild(this->consoleOverlayTextAreas_[i]);
[1577]250        }
251
252        // create cursor (also a text area overlay element)
[1615]253        this->consoleOverlayCursor_ = static_cast<Ogre::TextAreaOverlayElement*>(ovMan->createOverlayElement("TextArea", "InGameConsoleCursor"));
[1577]254        this->consoleOverlayCursor_->setMetricsMode(Ogre::GMM_PIXELS);
[1633]255        this->consoleOverlayCursor_->setFontName("MonofurConsole");
[1577]256        this->consoleOverlayCursor_->setCharHeight(18);
257        this->consoleOverlayCursor_->setParameter("colour_top", "0.21 0.69 0.21");
258        this->consoleOverlayCursor_->setLeft(7);
[1578]259        this->consoleOverlayCursor_->setCaption(std::string(this->cursorSymbol_, 1));
[6417]260        this->consoleOverlayNoise_->addChild(this->consoleOverlayCursor_);
[1577]261
[3327]262        this->windowResized(this->getWindowWidth(), this->getWindowWidth());
[1577]263
264        // move overlay "above" the top edge of the screen
[5960]265        // we take -1.3 because the border makes the panel bigger
[6502]266        this->consoleOverlayContainer_->setTop(-1.3f * this->relativeHeight);
[1577]267
[8858]268        orxout(internal_info) << "InGameConsole initialized" << endl;
[1577]269    }
270
271    // ###############################
272    // ###  ShellListener methods  ###
273    // ###############################
274
275    /**
[1505]276        @brief Called if all output-lines have to be redrawn.
277    */
278    void InGameConsole::linesChanged()
279    {
[6417]280        Shell::LineList::const_iterator it = this->shell_->getNewestLineIterator();
[1505]281        int max = 0;
282        for (int i = 1; i < LINES; ++i)
283        {
[6105]284            if (it != this->shell_->getEndIterator())
[1505]285            {
286                ++it;
287                max = i;
288            }
289            else
290                break;
291        }
292
293        for (int i = LINES - 1; i > max; --i)
[11071]294            this->print("", Shell::LineType::DebugOutput, i, true);
[1505]295
296        for (int i = max; i >= 1; --i)
297        {
298            --it;
[6417]299            this->print(it->first, it->second, i, true);
[1505]300        }
301    }
302
303    /**
304        @brief Called if a new output-line was added.
305    */
306    void InGameConsole::lineAdded()
307    {
308        this->numLinesShifted_ = 0;
309        this->shiftLines();
[8858]310        if (LINES > 1)
311            this->print(this->shell_->getNewestLineIterator()->first, this->shell_->getNewestLineIterator()->second, 1);
[1505]312    }
313
314    /**
315        @brief Called if the text in the input-line has changed.
316    */
317    void InGameConsole::inputChanged()
318    {
319        if (LINES > 0)
[11071]320            this->print(this->shell_->getInput(), Shell::LineType::Input, 0);
[1505]321
[6417]322        if (this->shell_->getInput().empty())
[1505]323            this->inputWindowStart_ = 0;
324    }
325
326    /**
327        @brief Called if the position of the cursor in the input-line has changed.
328    */
329    void InGameConsole::cursorChanged()
330    {
[6105]331        unsigned int pos = this->shell_->getCursorPosition() - inputWindowStart_;
[1577]332        if (pos > maxCharsPerLine_)
333            pos = maxCharsPerLine_;
334
335        this->consoleOverlayCursor_->setCaption(std::string(pos,' ') + cursorSymbol_);
[6502]336        this->consoleOverlayCursor_->setTop(static_cast<int>(this->windowH_ * this->relativeHeight) - 24.0f);
[1505]337    }
338
339    /**
[6105]340        @brief Called if a command is about to be executed
341    */
342    void InGameConsole::executed()
343    {
[11071]344        this->shell_->addOutput(this->shell_->getInput(), Shell::LineType::Command);
[6105]345    }
346
347    /**
[1505]348        @brief Called if the console gets closed.
349    */
350    void InGameConsole::exit()
351    {
352        this->deactivate();
353    }
354
[1577]355    // ###############################
356    // ###  other external calls   ###
357    // ###############################
358
[1505]359    /**
[1577]360        @brief Used to control the actual scrolling and the cursor.
[1505]361    */
[6417]362    void InGameConsole::preUpdate(const Clock& time)
[1505]363    {
[1577]364        if (this->scroll_ != 0)
365        {
366            float oldTop = this->consoleOverlayContainer_->getTop();
[1505]367
[1577]368            if (this->scroll_ > 0)
369            {
370                // scrolling down
371                // enlarge oldTop a little bit so that this exponential function
372                // reaches 0 before infinite time has passed...
[6502]373                float deltaScroll = (oldTop - 0.01f) * time.getDeltaTime() * this->scrollSpeed_;
[1577]374                if (oldTop - deltaScroll >= 0)
375                {
376                    // window has completely scrolled down
377                    this->consoleOverlayContainer_->setTop(0);
378                    this->scroll_ = 0;
379                }
380                else
381                    this->consoleOverlayContainer_->setTop(oldTop - deltaScroll);
382            }
[1505]383
[1577]384            else
385            {
386                // scrolling up
387                // note: +0.01 for the same reason as when scrolling down
[6502]388                float deltaScroll = (1.3f * this->relativeHeight + 0.01f + oldTop) * time.getDeltaTime() * this->scrollSpeed_;
[5960]389                if (oldTop - deltaScroll <= -1.3 * this->relativeHeight)
[1577]390                {
391                    // window has completely scrolled up
[6502]392                    this->consoleOverlayContainer_->setTop(-1.3f * this->relativeHeight);
[1577]393                    this->scroll_ = 0;
394                    this->consoleOverlay_->hide();
395                }
396                else
397                    this->consoleOverlayContainer_->setTop(oldTop - deltaScroll);
398            }
399        }
[1505]400
[1577]401        if (this->bActive_)
402        {
[2896]403            this->cursor_ += time.getDeltaTime();
[1577]404            if (this->cursor_ >= this->blinkTime)
405            {
406                this->cursor_ = 0;
407                bShowCursor_ = !bShowCursor_;
408                if (bShowCursor_)
409                    this->consoleOverlayCursor_->show();
410                else
411                    this->consoleOverlayCursor_->hide();
412            }
[1505]413
[1577]414            // this creates a flickering effect (extracts exactly 80% of the texture at a random location)
415            float uRand = (rand() & 1023) / 1023.0f * 0.2f;
416            float vRand = (rand() & 1023) / 1023.0f * 0.2f;
417            this->consoleOverlayNoise_->setUV(uRand, vRand, 0.8f + uRand, 0.8f + vRand);
[1505]418        }
419    }
420
421    /**
422        @brief Resizes the console elements. Call if window size changes.
423    */
[2896]424    void InGameConsole::windowResized(unsigned int newWidth, unsigned int newHeight)
[1505]425    {
[1590]426        this->windowW_ = newWidth;
427        this->windowH_ = newHeight;
[6502]428        this->consoleOverlayBorder_->setWidth((float)(int)(this->windowW_* this->relativeWidth));
429        this->consoleOverlayBorder_->setHeight((float)(int)(this->windowH_ * this->relativeHeight));
430        this->consoleOverlayNoise_->setWidth((float)(int)(this->windowW_ * this->relativeWidth) - 10.0f);
431        this->consoleOverlayNoise_->setHeight((float)(int)(this->windowH_ * this->relativeHeight) - 5.0f);
[1601]432        this->consoleOverlayNoise_->setTiling(consoleOverlayNoise_->getWidth() / (50.0f * this->noiseSize_), consoleOverlayNoise_->getHeight() / (50.0f * this->noiseSize_));
[1505]433
434        // now adjust the text lines...
[8858]435        this->desiredTextWidth_ = static_cast<int>(this->windowW_ * this->relativeWidth) - 24;
[1505]436
437        if (LINES > 0)
[3300]438            this->maxCharsPerLine_ = std::max(10U, static_cast<unsigned int>(static_cast<float>(this->desiredTextWidth_) / CHAR_WIDTH));
[1505]439        else
440            this->maxCharsPerLine_ = 10;
441
442        for (int i = 0; i < LINES; i++)
443        {
[6502]444            this->consoleOverlayTextAreas_[i]->setWidth((float)this->desiredTextWidth_);
445            this->consoleOverlayTextAreas_[i]->setTop((float)(int)(this->windowH_ * this->relativeHeight) - 24 - 14*i);
[1505]446        }
447
448        this->linesChanged();
[1538]449        this->cursorChanged();
[1505]450    }
451
[1577]452    // ###############################
453    // ###    internal methods     ###
454    // ###############################
455
[1505]456    /**
[1577]457        @brief Prints string to bottom line.
[7401]458        @param text The string to be printed
459        @param type The type of the text, defines the color
460        @param index The index of the text overlay in which the string will be displayed
461        @param alwaysShift If true the ohter lines in the console are always shifted by one line
[1505]462    */
[6417]463    void InGameConsole::print(const std::string& text, Shell::LineType type, int index, bool alwaysShift)
[1505]464    {
[1577]465        std::string output = text;
466        if (LINES > index)
[1505]467        {
[6417]468            this->colourLine(type, index);
[1505]469
[1577]470            if (index > 0)
[1540]471            {
[1577]472                unsigned int linesUsed = 1;
473                while (output.size() > this->maxCharsPerLine_)
474                {
475                    ++linesUsed;
[6417]476                    this->consoleOverlayTextAreas_[index]->setCaption(multi_cast<Ogre::DisplayString>(output.substr(0, this->maxCharsPerLine_)));
[1577]477                    output.erase(0, this->maxCharsPerLine_);
478                    output.insert(0, 1, ' ');
479                    if (linesUsed > numLinesShifted_ || alwaysShift)
480                        this->shiftLines();
[6417]481                    this->colourLine(type, index);
[1577]482                }
[6417]483                this->consoleOverlayTextAreas_[index]->setCaption(multi_cast<Ogre::DisplayString>(output));
[1577]484                this->displayedText_ = output;
485                this->numLinesShifted_ = linesUsed;
[1540]486            }
[1577]487            else
[1540]488            {
[1577]489                if (output.size() > this->maxCharsPerLine_)
490                {
[6105]491                    if (this->shell_->getInputBuffer()->getCursorPosition() < this->inputWindowStart_)
492                        this->inputWindowStart_ = this->shell_->getInputBuffer()->getCursorPosition();
493                    else if (this->shell_->getInputBuffer()->getCursorPosition() >= (this->inputWindowStart_ + this->maxCharsPerLine_ - 1))
494                        this->inputWindowStart_ = this->shell_->getInputBuffer()->getCursorPosition() - this->maxCharsPerLine_ + 1;
[1540]495
[1577]496                    output = output.substr(this->inputWindowStart_, this->maxCharsPerLine_);
497                }
498                else
[7689]499                    this->inputWindowStart_ = 0;
[1577]500                this->displayedText_ = output;
[6417]501                this->consoleOverlayTextAreas_[index]->setCaption(multi_cast<Ogre::DisplayString>(output));
[1577]502            }
[1505]503        }
504    }
505
506    /**
507        @brief Shows the InGameConsole.
508    */
509    void InGameConsole::activate()
510    {
[1540]511        if (!this->bActive_)
512        {
513            this->bActive_ = true;
[3327]514            InputManager::getInstance().enterState("console");
[6105]515            this->shell_->registerListener(this);
[1505]516
[1590]517            this->windowResized(this->windowW_, this->windowH_);
[1540]518            this->linesChanged();
519            this->cursorChanged();
520            this->consoleOverlay_->show();
521
522            // scroll down
523            this->scroll_ = 1;
524            // the rest is done by tick
525        }
[1505]526    }
527
528    /**
529    @brief Hides the InGameConsole.
530    */
531    void InGameConsole::deactivate()
532    {
[1540]533        if (this->bActive_)
534        {
535            this->bActive_ = false;
[8484]536            GUIManager::getInstance().getLuaState()->doString("inGameConsoleClosed()"); // Notify the SheetManager in lua, that the console has been closed.
[3327]537            InputManager::getInstance().leaveState("console");
[6105]538            this->shell_->unregisterListener(this);
[1540]539
540            // scroll up
541            this->scroll_ = -1;
542            // the rest is done by tick
543        }
[1505]544    }
545
546    /**
547        @brief Shifts all output lines one line up
548    */
549    void InGameConsole::shiftLines()
550    {
551        for (unsigned int i = LINES - 1; i > 1; --i)
552        {
553            this->consoleOverlayTextAreas_[i]->setCaption(this->consoleOverlayTextAreas_[i - 1]->getCaption());
554            this->consoleOverlayTextAreas_[i]->setColourTop(this->consoleOverlayTextAreas_[i - 1]->getColourTop());
555            this->consoleOverlayTextAreas_[i]->setColourBottom(this->consoleOverlayTextAreas_[i - 1]->getColourBottom());
556        }
557    }
558
[6417]559    void InGameConsole::colourLine(Shell::LineType type, int index)
[1505]560    {
[6417]561        ColourValue colourTop, colourBottom;
562        switch (type)
[1505]563        {
[11071]564            case Shell::LineType::Message:
565            case Shell::LineType::DebugOutput:     colourTop = ColourValue(0.9f, 0.9f, 0.9f); break;
[6417]566
[11071]567            case Shell::LineType::UserError:       colourTop = ColourValue(0.9f, 0.0f, 0.0f); break;
568            case Shell::LineType::UserWarning:     colourTop = ColourValue(0.9f, 0.5f, 0.0f); break;
569            case Shell::LineType::UserStatus:      colourTop = ColourValue(0.0f, 0.9f, 0.0f); break;
570            case Shell::LineType::UserInfo:        colourTop = ColourValue(0.0f, 0.8f, 0.8f); break;
[6417]571
[11071]572            case Shell::LineType::InternalError:   colourTop = ColourValue(0.5f, 0.0f, 0.0f); break;
573            case Shell::LineType::InternalWarning: colourTop = ColourValue(0.5f, 0.2f, 0.0f); break;
574            case Shell::LineType::InternalStatus:  colourTop = ColourValue(0.0f, 0.5f, 0.0f); break;
575            case Shell::LineType::InternalInfo:    colourTop = ColourValue(0.0f, 0.4f, 0.4f); break;
[6417]576
[11071]577            case Shell::LineType::Verbose:         colourTop = ColourValue(0.3f, 0.3f, 0.9f); break;
578            case Shell::LineType::VerboseMore:     colourTop = ColourValue(0.2f, 0.2f, 0.7f); break;
579            case Shell::LineType::VerboseUltra:    colourTop = ColourValue(0.1f, 0.1f, 0.5f); break;
[6417]580
[11071]581            case Shell::LineType::Command:         colourTop = ColourValue(0.8f, 0.2f, 0.8f); break;
582            case Shell::LineType::Hint:            colourTop = ColourValue(0.4f, 0.0f, 0.4f); break;
583            case Shell::LineType::Input:           colourTop = ColourValue(0.9f, 0.9f, 0.9f); break;
[6417]584
[11071]585            default:                               colourTop = ColourValue(0.5f, 0.5f, 0.5f); break;
[8858]586        }
[6417]587
[8858]588        colourBottom = ColourValue(sqrt(colourTop.r), sqrt(colourTop.g), sqrt(colourTop.b));
[6417]589
590        this->consoleOverlayTextAreas_[index]->setColourTop   (colourTop);
591        this->consoleOverlayTextAreas_[index]->setColourBottom(colourBottom);
[1505]592    }
593
[6105]594    // ################################
595    // ###      static methods      ###
596    // ################################
[1577]597
598    /**
599        @brief Activates the console.
600    */
601    /*static*/ void InGameConsole::openConsole()
[1505]602    {
[1577]603        InGameConsole::getInstance().activate();
[1505]604    }
605
606    /**
[1577]607        @brief Deactivates the console.
[1505]608    */
[1577]609    /*static*/ void InGameConsole::closeConsole()
[1505]610    {
[7689]611        GUIManager::getInstance().getLuaState()->doString("inGameConsoleClosed()");  // Notify the SheetManager in lua, that the console has been closed, but not by ESC.
[1577]612        InGameConsole::getInstance().deactivate();
[1505]613    }
[7689]614
[1505]615}
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