dhewm3/neo/framework/Console.cpp

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2011-11-22 21:28:15 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
2011-11-22 21:28:15 +00:00
2011-12-06 16:14:59 +00:00
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
2011-11-22 21:28:15 +00:00
Doom 3 Source Code 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, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/math/Vector.h"
#include "framework/async/AsyncNetwork.h"
#include "framework/BuildVersion.h"
#include "framework/CVarSystem.h"
#include "framework/Session.h"
#include "framework/EditField.h"
#include "framework/KeyInput.h"
#include "framework/EventLoop.h"
#include "renderer/RenderSystem.h"
#include "sound/sound.h"
#include "framework/Console.h"
2011-11-22 21:28:15 +00:00
void SCR_DrawTextLeftAlign( float &y, const char *text, ... ) id_attribute((format(printf,2,3)));
void SCR_DrawTextRightAlign( float &y, const char *text, ... ) id_attribute((format(printf,2,3)));
#define LINE_WIDTH 78
#define NUM_CON_TIMES 4
#define CON_TEXTSIZE 0x30000
#define TOTAL_LINES (CON_TEXTSIZE / LINE_WIDTH)
#define CONSOLE_FIRSTREPEAT 200
#define CONSOLE_REPEAT 100
#define COMMAND_HISTORY 64
// the console will query the cvar and command systems for
// command completion information
class idConsoleLocal : public idConsole {
public:
virtual void Init( void );
virtual void Shutdown( void );
virtual void LoadGraphics( void );
virtual bool ProcessEvent( const sysEvent_t *event, bool forceAccept );
virtual bool Active( void );
virtual void ClearNotifyLines( void );
virtual void Close( void );
virtual void Print( const char *text );
virtual void Draw( bool forceFullScreen );
void Dump( const char *toFile );
void Clear();
//============================
const idMaterial * charSetShader;
private:
void KeyDownEvent( int key );
void Linefeed();
void PageUp();
void PageDown();
void Top();
void Bottom();
void DrawInput();
void DrawNotify();
void DrawSolidConsole( float frac );
void Scroll();
void SetDisplayFraction( float frac );
void UpdateDisplayFraction( void );
//============================
bool keyCatching;
short text[CON_TEXTSIZE];
int current; // line where next message will be printed
int x; // offset in current line for next print
int display; // bottom of console displays this line
int lastKeyEvent; // time of last key event for scroll delay
int nextKeyEvent; // keyboard repeat rate
float displayFrac; // approaches finalFrac at scr_conspeed
float finalFrac; // 0.0 to 1.0 lines of console to display
int fracTime; // time of last displayFrac update
int vislines; // in scanlines
int times[NUM_CON_TIMES]; // cls.realtime time the line was generated
// for transparent notify lines
idVec4 color;
idEditField historyEditLines[COMMAND_HISTORY];
int nextHistoryLine;// the last line in the history buffer, not masked
int historyLine; // the line being displayed from history buffer
// will be <= nextHistoryLine
idEditField consoleField;
static idCVar con_speed;
static idCVar con_notifyTime;
static idCVar con_noPrint;
const idMaterial * whiteShader;
const idMaterial * consoleShader;
};
static idConsoleLocal localConsole;
idConsole *console = &localConsole;
idCVar idConsoleLocal::con_speed( "con_speed", "3", CVAR_SYSTEM, "speed at which the console moves up and down" );
idCVar idConsoleLocal::con_notifyTime( "con_notifyTime", "3", CVAR_SYSTEM, "time messages are displayed onscreen when console is pulled up" );
#ifdef DEBUG
idCVar idConsoleLocal::con_noPrint( "con_noPrint", "0", CVAR_BOOL|CVAR_SYSTEM|CVAR_NOCHEAT, "print on the console but not onscreen when console is pulled up" );
#else
idCVar idConsoleLocal::con_noPrint( "con_noPrint", "1", CVAR_BOOL|CVAR_SYSTEM|CVAR_NOCHEAT, "print on the console but not onscreen when console is pulled up" );
#endif
/*
=============================================================================
Misc stats
=============================================================================
*/
/*
==================
SCR_DrawTextLeftAlign
==================
*/
void SCR_DrawTextLeftAlign( float &y, const char *text, ... ) {
char string[MAX_STRING_CHARS];
va_list argptr;
va_start( argptr, text );
idStr::vsnPrintf( string, sizeof( string ), text, argptr );
va_end( argptr );
renderSystem->DrawSmallStringExt( 0, y + 2, string, colorWhite, true, localConsole.charSetShader );
y += SMALLCHAR_HEIGHT + 4;
}
/*
==================
SCR_DrawTextRightAlign
==================
*/
void SCR_DrawTextRightAlign( float &y, const char *text, ... ) {
char string[MAX_STRING_CHARS];
va_list argptr;
va_start( argptr, text );
int i = idStr::vsnPrintf( string, sizeof( string ), text, argptr );
va_end( argptr );
renderSystem->DrawSmallStringExt( 635 - i * SMALLCHAR_WIDTH, y + 2, string, colorWhite, true, localConsole.charSetShader );
y += SMALLCHAR_HEIGHT + 4;
}
/*
==================
SCR_DrawFPS
==================
*/
#define FPS_FRAMES 4
float SCR_DrawFPS( float y ) {
char *s;
int w;
static int previousTimes[FPS_FRAMES];
static int index;
int i, total;
int fps;
static int previous;
int t, frameTime;
// don't use serverTime, because that will be drifting to
// correct for internet lag changes, timescales, timedemos, etc
t = Sys_Milliseconds();
frameTime = t - previous;
previous = t;
previousTimes[index % FPS_FRAMES] = frameTime;
index++;
if ( index > FPS_FRAMES ) {
// average multiple frames together to smooth changes out a bit
total = 0;
for ( i = 0 ; i < FPS_FRAMES ; i++ ) {
total += previousTimes[i];
}
if ( !total ) {
total = 1;
}
fps = 10000 * FPS_FRAMES / total;
fps = (fps + 5)/10;
s = va( "%ifps", fps );
w = strlen( s ) * BIGCHAR_WIDTH;
renderSystem->DrawBigStringExt( 635 - w, idMath::FtoiFast( y ) + 2, s, colorWhite, true, localConsole.charSetShader);
}
return y + BIGCHAR_HEIGHT + 4;
}
/*
==================
SCR_DrawMemoryUsage
==================
*/
float SCR_DrawMemoryUsage( float y ) {
memoryStats_t allocs, frees;
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Mem_GetStats( allocs );
SCR_DrawTextRightAlign( y, "total allocated memory: %4d, %4dkB", allocs.num, allocs.totalSize>>10 );
Mem_GetFrameStats( allocs, frees );
SCR_DrawTextRightAlign( y, "frame alloc: %4d, %4dkB frame free: %4d, %4dkB", allocs.num, allocs.totalSize>>10, frees.num, frees.totalSize>>10 );
Mem_ClearFrameStats();
return y;
}
/*
==================
SCR_DrawAsyncStats
==================
*/
float SCR_DrawAsyncStats( float y ) {
int i, outgoingRate, incomingRate;
float outgoingCompression, incomingCompression;
if ( idAsyncNetwork::server.IsActive() ) {
SCR_DrawTextRightAlign( y, "server delay = %d msec", idAsyncNetwork::server.GetDelay() );
SCR_DrawTextRightAlign( y, "total outgoing rate = %d KB/s", idAsyncNetwork::server.GetOutgoingRate() >> 10 );
SCR_DrawTextRightAlign( y, "total incoming rate = %d KB/s", idAsyncNetwork::server.GetIncomingRate() >> 10 );
for ( i = 0; i < MAX_ASYNC_CLIENTS; i++ ) {
outgoingRate = idAsyncNetwork::server.GetClientOutgoingRate( i );
incomingRate = idAsyncNetwork::server.GetClientIncomingRate( i );
outgoingCompression = idAsyncNetwork::server.GetClientOutgoingCompression( i );
incomingCompression = idAsyncNetwork::server.GetClientIncomingCompression( i );
if ( outgoingRate != -1 && incomingRate != -1 ) {
SCR_DrawTextRightAlign( y, "client %d: out rate = %d B/s (% -2.1f%%), in rate = %d B/s (% -2.1f%%)",
i, outgoingRate, outgoingCompression, incomingRate, incomingCompression );
}
}
idStr msg;
idAsyncNetwork::server.GetAsyncStatsAvgMsg( msg );
SCR_DrawTextRightAlign( y, msg.c_str() );
} else if ( idAsyncNetwork::client.IsActive() ) {
outgoingRate = idAsyncNetwork::client.GetOutgoingRate();
incomingRate = idAsyncNetwork::client.GetIncomingRate();
outgoingCompression = idAsyncNetwork::client.GetOutgoingCompression();
incomingCompression = idAsyncNetwork::client.GetIncomingCompression();
if ( outgoingRate != -1 && incomingRate != -1 ) {
SCR_DrawTextRightAlign( y, "out rate = %d B/s (% -2.1f%%), in rate = %d B/s (% -2.1f%%)",
outgoingRate, outgoingCompression, incomingRate, incomingCompression );
}
SCR_DrawTextRightAlign( y, "packet loss = %d%%, client prediction = %d",
(int)idAsyncNetwork::client.GetIncomingPacketLoss(), idAsyncNetwork::client.GetPrediction() );
SCR_DrawTextRightAlign( y, "predicted frames: %d", idAsyncNetwork::client.GetPredictedFrames() );
}
return y;
}
/*
==================
SCR_DrawSoundDecoders
==================
*/
float SCR_DrawSoundDecoders( float y ) {
int index, numActiveDecoders;
soundDecoderInfo_t decoderInfo;
index = -1;
numActiveDecoders = 0;
while( ( index = soundSystem->GetSoundDecoderInfo( index, decoderInfo ) ) != -1 ) {
int localTime = decoderInfo.current44kHzTime - decoderInfo.start44kHzTime;
int sampleTime = decoderInfo.num44kHzSamples / decoderInfo.numChannels;
int percent;
if ( localTime > sampleTime ) {
if ( decoderInfo.looping ) {
percent = ( localTime % sampleTime ) * 100 / sampleTime;
} else {
percent = 100;
}
} else {
percent = localTime * 100 / sampleTime;
}
SCR_DrawTextLeftAlign( y, "%3d: %3d%% (%1.2f) %s: %s (%dkB)", numActiveDecoders, percent, decoderInfo.lastVolume, decoderInfo.format.c_str(), decoderInfo.name.c_str(), decoderInfo.numBytes >> 10 );
numActiveDecoders++;
}
return y;
}
//=========================================================================
/*
==============
Con_Clear_f
==============
*/
static void Con_Clear_f( const idCmdArgs &args ) {
localConsole.Clear();
}
/*
==============
Con_Dump_f
==============
*/
static void Con_Dump_f( const idCmdArgs &args ) {
if ( args.Argc() != 2 ) {
common->Printf( "usage: conDump <filename>\n" );
return;
}
idStr fileName = args.Argv(1);
fileName.DefaultFileExtension(".txt");
common->Printf( "Dumped console text to %s.\n", fileName.c_str() );
localConsole.Dump( fileName.c_str() );
}
/*
==============
idConsoleLocal::Init
==============
*/
void idConsoleLocal::Init( void ) {
int i;
keyCatching = false;
lastKeyEvent = -1;
nextKeyEvent = CONSOLE_FIRSTREPEAT;
consoleField.Clear();
consoleField.SetWidthInChars( LINE_WIDTH );
for ( i = 0 ; i < COMMAND_HISTORY ; i++ ) {
historyEditLines[i].Clear();
historyEditLines[i].SetWidthInChars( LINE_WIDTH );
}
cmdSystem->AddCommand( "clear", Con_Clear_f, CMD_FL_SYSTEM, "clears the console" );
cmdSystem->AddCommand( "conDump", Con_Dump_f, CMD_FL_SYSTEM, "dumps the console text to a file" );
}
/*
==============
idConsoleLocal::Shutdown
==============
*/
void idConsoleLocal::Shutdown( void ) {
cmdSystem->RemoveCommand( "clear" );
cmdSystem->RemoveCommand( "conDump" );
}
/*
==============
LoadGraphics
Can't be combined with init, because init happens before
the renderSystem is initialized
==============
*/
void idConsoleLocal::LoadGraphics() {
charSetShader = declManager->FindMaterial( "textures/bigchars" );
whiteShader = declManager->FindMaterial( "_white" );
consoleShader = declManager->FindMaterial( "console" );
}
/*
================
idConsoleLocal::Active
================
*/
bool idConsoleLocal::Active( void ) {
return keyCatching;
}
/*
================
idConsoleLocal::ClearNotifyLines
================
*/
void idConsoleLocal::ClearNotifyLines() {
int i;
for ( i = 0 ; i < NUM_CON_TIMES ; i++ ) {
times[i] = 0;
}
}
/*
================
idConsoleLocal::Close
================
*/
void idConsoleLocal::Close() {
keyCatching = false;
SetDisplayFraction( 0 );
displayFrac = 0; // don't scroll to that point, go immediately
ClearNotifyLines();
}
/*
================
idConsoleLocal::Clear
================
*/
void idConsoleLocal::Clear() {
int i;
for ( i = 0 ; i < CON_TEXTSIZE ; i++ ) {
text[i] = (idStr::ColorIndex(C_COLOR_CYAN)<<8) | ' ';
}
Bottom(); // go to end
}
/*
================
idConsoleLocal::Dump
Save the console contents out to a file
================
*/
void idConsoleLocal::Dump( const char *fileName ) {
int l, x, i;
short * line;
idFile *f;
char buffer[LINE_WIDTH + 3];
f = fileSystem->OpenFileWrite( fileName );
if ( !f ) {
common->Warning( "couldn't open %s", fileName );
return;
}
// skip empty lines
l = current - TOTAL_LINES + 1;
if ( l < 0 ) {
l = 0;
}
for ( ; l <= current ; l++ )
{
line = text + ( l % TOTAL_LINES ) * LINE_WIDTH;
for ( x = 0; x < LINE_WIDTH; x++ )
if ( ( line[x] & 0xff ) > ' ' )
break;
if ( x != LINE_WIDTH )
break;
}
// write the remaining lines
for ( ; l <= current; l++ ) {
line = text + ( l % TOTAL_LINES ) * LINE_WIDTH;
for( i = 0; i < LINE_WIDTH; i++ ) {
buffer[i] = line[i] & 0xff;
}
for ( x = LINE_WIDTH-1; x >= 0; x-- ) {
if ( buffer[x] <= ' ' ) {
buffer[x] = 0;
} else {
break;
}
}
buffer[x+1] = '\r';
buffer[x+2] = '\n';
buffer[x+3] = 0;
f->Write( buffer, strlen( buffer ) );
}
fileSystem->CloseFile( f );
}
/*
================
idConsoleLocal::PageUp
================
*/
void idConsoleLocal::PageUp( void ) {
display -= 2;
if ( current - display >= TOTAL_LINES ) {
display = current - TOTAL_LINES + 1;
}
}
/*
================
idConsoleLocal::PageDown
================
*/
void idConsoleLocal::PageDown( void ) {
display += 2;
if ( display > current ) {
display = current;
}
}
/*
================
idConsoleLocal::Top
================
*/
void idConsoleLocal::Top( void ) {
display = 0;
}
/*
================
idConsoleLocal::Bottom
================
*/
void idConsoleLocal::Bottom( void ) {
display = current;
}
/*
=============================================================================
CONSOLE LINE EDITING
==============================================================================
*/
/*
====================
KeyDownEvent
Handles history and console scrollback
====================
*/
void idConsoleLocal::KeyDownEvent( int key ) {
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// Execute F key bindings
if ( key >= K_F1 && key <= K_F12 ) {
idKeyInput::ExecKeyBinding( key );
return;
}
// ctrl-L clears screen
if ( key == 'l' && idKeyInput::IsDown( K_CTRL ) ) {
Clear();
return;
}
// enter finishes the line
if ( key == K_ENTER || key == K_KP_ENTER ) {
common->Printf ( "]%s\n", consoleField.GetBuffer() );
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, consoleField.GetBuffer() ); // valid command
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "\n" );
// copy line to history buffer
historyEditLines[nextHistoryLine % COMMAND_HISTORY] = consoleField;
nextHistoryLine++;
historyLine = nextHistoryLine;
consoleField.Clear();
consoleField.SetWidthInChars( LINE_WIDTH );
session->UpdateScreen();// force an update, because the command
// may take some time
return;
}
// command completion
if ( key == K_TAB ) {
consoleField.AutoComplete();
return;
}
// command history (ctrl-p ctrl-n for unix style)
if ( ( key == K_UPARROW ) ||
( ( tolower(key) == 'p' ) && idKeyInput::IsDown( K_CTRL ) ) ) {
if ( nextHistoryLine - historyLine < COMMAND_HISTORY && historyLine > 0 ) {
historyLine--;
}
consoleField = historyEditLines[ historyLine % COMMAND_HISTORY ];
return;
}
if ( ( key == K_DOWNARROW ) ||
( ( tolower( key ) == 'n' ) && idKeyInput::IsDown( K_CTRL ) ) ) {
if ( historyLine == nextHistoryLine ) {
return;
}
historyLine++;
consoleField = historyEditLines[ historyLine % COMMAND_HISTORY ];
return;
}
// console scrolling
if ( key == K_PGUP ) {
PageUp();
lastKeyEvent = eventLoop->Milliseconds();
nextKeyEvent = CONSOLE_FIRSTREPEAT;
return;
}
if ( key == K_PGDN ) {
PageDown();
lastKeyEvent = eventLoop->Milliseconds();
nextKeyEvent = CONSOLE_FIRSTREPEAT;
return;
}
if ( key == K_MWHEELUP ) {
PageUp();
return;
}
if ( key == K_MWHEELDOWN ) {
PageDown();
return;
}
// ctrl-home = top of console
if ( key == K_HOME && idKeyInput::IsDown( K_CTRL ) ) {
Top();
return;
}
// ctrl-end = bottom of console
if ( key == K_END && idKeyInput::IsDown( K_CTRL ) ) {
Bottom();
return;
}
// pass to the normal editline routine
consoleField.KeyDownEvent( key );
}
/*
==============
Scroll
deals with scrolling text because we don't have key repeat
==============
*/
void idConsoleLocal::Scroll( ) {
if (lastKeyEvent == -1 || (lastKeyEvent+200) > eventLoop->Milliseconds()) {
return;
}
// console scrolling
if ( idKeyInput::IsDown( K_PGUP ) ) {
PageUp();
nextKeyEvent = CONSOLE_REPEAT;
return;
}
if ( idKeyInput::IsDown( K_PGDN ) ) {
PageDown();
nextKeyEvent = CONSOLE_REPEAT;
return;
}
}
/*
==============
SetDisplayFraction
Causes the console to start opening the desired amount.
==============
*/
void idConsoleLocal::SetDisplayFraction( float frac ) {
finalFrac = frac;
fracTime = com_frameTime;
}
/*
==============
UpdateDisplayFraction
Scrolls the console up or down based on conspeed
==============
*/
void idConsoleLocal::UpdateDisplayFraction( void ) {
if ( con_speed.GetFloat() <= 0.1f ) {
fracTime = com_frameTime;
displayFrac = finalFrac;
return;
}
// scroll towards the destination height
if ( finalFrac < displayFrac ) {
displayFrac -= con_speed.GetFloat() * ( com_frameTime - fracTime ) * 0.001f;
if ( finalFrac > displayFrac ) {
displayFrac = finalFrac;
}
fracTime = com_frameTime;
} else if ( finalFrac > displayFrac ) {
displayFrac += con_speed.GetFloat() * ( com_frameTime - fracTime ) * 0.001f;
if ( finalFrac < displayFrac ) {
displayFrac = finalFrac;
}
fracTime = com_frameTime;
}
}
/*
==============
ProcessEvent
==============
*/
bool idConsoleLocal::ProcessEvent( const sysEvent_t *event, bool forceAccept ) {
bool consoleKey;
consoleKey = event->evType == SE_KEY && ( event->evValue == Sys_GetConsoleKey( false ) || event->evValue == Sys_GetConsoleKey( true ) );
#if ID_CONSOLE_LOCK
// If the console's not already down, and we have it turned off, check for ctrl+alt
if ( !keyCatching && !com_allowConsole.GetBool() ) {
if ( !idKeyInput::IsDown( K_CTRL ) || !idKeyInput::IsDown( K_ALT ) ) {
consoleKey = false;
}
}
#endif
// we always catch the console key event
if ( !forceAccept && consoleKey ) {
// ignore up events
if ( event->evValue2 == 0 ) {
return true;
}
consoleField.ClearAutoComplete();
// a down event will toggle the destination lines
if ( keyCatching ) {
Close();
Sys_GrabMouseCursor( true );
cvarSystem->SetCVarBool( "ui_chat", false );
} else {
consoleField.Clear();
keyCatching = true;
if ( idKeyInput::IsDown( K_SHIFT ) ) {
// if the shift key is down, don't open the console as much
SetDisplayFraction( 0.2f );
} else {
SetDisplayFraction( 0.5f );
}
cvarSystem->SetCVarBool( "ui_chat", true );
}
return true;
}
// if we aren't key catching, dump all the other events
if ( !forceAccept && !keyCatching ) {
return false;
}
// handle key and character events
if ( event->evType == SE_CHAR ) {
// never send the console key as a character
if ( event->evValue != Sys_GetConsoleKey( false ) && event->evValue != Sys_GetConsoleKey( true ) ) {
consoleField.CharEvent( event->evValue );
}
return true;
}
if ( event->evType == SE_KEY ) {
// ignore up key events
if ( event->evValue2 == 0 ) {
return true;
}
KeyDownEvent( event->evValue );
return true;
}
// we don't handle things like mouse, joystick, and network packets
return false;
}
/*
==============================================================================
PRINTING
==============================================================================
*/
/*
===============
Linefeed
===============
*/
void idConsoleLocal::Linefeed() {
int i;
// mark time for transparent overlay
if ( current >= 0 ) {
times[current % NUM_CON_TIMES] = com_frameTime;
}
x = 0;
if ( display == current ) {
display++;
}
current++;
for ( i = 0; i < LINE_WIDTH; i++ ) {
text[(current%TOTAL_LINES)*LINE_WIDTH+i] = (idStr::ColorIndex(C_COLOR_CYAN)<<8) | ' ';
}
}
/*
================
Print
Handles cursor positioning, line wrapping, etc
================
*/
void idConsoleLocal::Print( const char *txt ) {
int y;
int c, l;
int color;
#ifdef ID_ALLOW_TOOLS
RadiantPrint( txt );
if( com_editors & EDITOR_MATERIAL ) {
MaterialEditorPrintConsole(txt);
}
#endif
color = idStr::ColorIndex( C_COLOR_CYAN );
while ( (c = *(const unsigned char*)txt) != 0 ) {
if ( idStr::IsColor( txt ) ) {
if ( *(txt+1) == C_COLOR_DEFAULT ) {
color = idStr::ColorIndex( C_COLOR_CYAN );
} else {
color = idStr::ColorIndex( *(txt+1) );
}
txt += 2;
continue;
}
y = current % TOTAL_LINES;
// if we are about to print a new word, check to see
// if we should wrap to the new line
if ( c > ' ' && ( x == 0 || text[y*LINE_WIDTH+x-1] <= ' ' ) ) {
// count word length
for (l=0 ; l< LINE_WIDTH ; l++) {
if ( txt[l] <= ' ') {
break;
}
}
// word wrap
if (l != LINE_WIDTH && (x + l >= LINE_WIDTH) ) {
Linefeed();
}
}
txt++;
switch( c ) {
case '\n':
Linefeed ();
break;
case '\t':
do {
text[y*LINE_WIDTH+x] = (color << 8) | ' ';
x++;
if ( x >= LINE_WIDTH ) {
Linefeed();
x = 0;
}
} while ( x & 3 );
break;
case '\r':
x = 0;
break;
default: // display character and advance
text[y*LINE_WIDTH+x] = (color << 8) | c;
x++;
if ( x >= LINE_WIDTH ) {
Linefeed();
x = 0;
}
break;
}
}
// mark time for transparent overlay
if ( current >= 0 ) {
times[current % NUM_CON_TIMES] = com_frameTime;
}
}
/*
==============================================================================
DRAWING
==============================================================================
*/
/*
================
DrawInput
Draw the editline after a ] prompt
================
*/
void idConsoleLocal::DrawInput() {
int y, autoCompleteLength;
y = vislines - ( SMALLCHAR_HEIGHT * 2 );
if ( consoleField.GetAutoCompleteLength() != 0 ) {
autoCompleteLength = strlen( consoleField.GetBuffer() ) - consoleField.GetAutoCompleteLength();
if ( autoCompleteLength > 0 ) {
renderSystem->SetColor4( .8f, .2f, .2f, .45f );
renderSystem->DrawStretchPic( 2 * SMALLCHAR_WIDTH + consoleField.GetAutoCompleteLength() * SMALLCHAR_WIDTH,
y + 2, autoCompleteLength * SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT - 2, 0, 0, 0, 0, whiteShader );
}
}
renderSystem->SetColor( idStr::ColorForIndex( C_COLOR_CYAN ) );
renderSystem->DrawSmallChar( 1 * SMALLCHAR_WIDTH, y, ']', localConsole.charSetShader );
consoleField.Draw(2 * SMALLCHAR_WIDTH, y, SCREEN_WIDTH - 3 * SMALLCHAR_WIDTH, true, charSetShader );
}
/*
================
DrawNotify
Draws the last few lines of output transparently over the game top
================
*/
void idConsoleLocal::DrawNotify() {
int x, v;
short *text_p;
int i;
int time;
int currentColor;
if ( con_noPrint.GetBool() ) {
return;
}
currentColor = idStr::ColorIndex( C_COLOR_WHITE );
renderSystem->SetColor( idStr::ColorForIndex( currentColor ) );
v = 0;
for ( i = current-NUM_CON_TIMES+1; i <= current; i++ ) {
if ( i < 0 ) {
continue;
}
time = times[i % NUM_CON_TIMES];
if ( time == 0 ) {
continue;
}
time = com_frameTime - time;
if ( time > con_notifyTime.GetFloat() * 1000 ) {
continue;
}
text_p = text + (i % TOTAL_LINES)*LINE_WIDTH;
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for ( x = 0; x < LINE_WIDTH; x++ ) {
if ( ( text_p[x] & 0xff ) == ' ' ) {
continue;
}
if ( idStr::ColorIndex(text_p[x]>>8) != currentColor ) {
currentColor = idStr::ColorIndex(text_p[x]>>8);
renderSystem->SetColor( idStr::ColorForIndex( currentColor ) );
}
renderSystem->DrawSmallChar( (x+1)*SMALLCHAR_WIDTH, v, text_p[x] & 0xff, localConsole.charSetShader );
}
v += SMALLCHAR_HEIGHT;
}
renderSystem->SetColor( colorCyan );
}
/*
================
DrawSolidConsole
Draws the console with the solid background
================
*/
void idConsoleLocal::DrawSolidConsole( float frac ) {
int i, x;
float y;
int rows;
short *text_p;
int row;
int lines;
int currentColor;
lines = idMath::FtoiFast( SCREEN_HEIGHT * frac );
if ( lines <= 0 ) {
return;
}
if ( lines > SCREEN_HEIGHT ) {
lines = SCREEN_HEIGHT;
}
// draw the background
y = frac * SCREEN_HEIGHT - 2;
if ( y < 1.0f ) {
y = 0.0f;
} else {
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, y, 0, 1.0f - displayFrac, 1, 1, consoleShader );
}
renderSystem->SetColor( colorCyan );
renderSystem->DrawStretchPic( 0, y, SCREEN_WIDTH, 2, 0, 0, 0, 0, whiteShader );
renderSystem->SetColor( colorWhite );
// draw the version number
renderSystem->SetColor( idStr::ColorForIndex( C_COLOR_CYAN ) );
idStr version = va("%s.%i", ENGINE_VERSION, BUILD_NUMBER);
i = version.Length();
for ( x = 0; x < i; x++ ) {
renderSystem->DrawSmallChar( SCREEN_WIDTH - ( i - x ) * SMALLCHAR_WIDTH,
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(lines-(SMALLCHAR_HEIGHT+SMALLCHAR_HEIGHT/2)), version[x], localConsole.charSetShader );
}
// draw the text
vislines = lines;
rows = (lines-SMALLCHAR_WIDTH)/SMALLCHAR_WIDTH; // rows of text to draw
y = lines - (SMALLCHAR_HEIGHT*3);
// draw from the bottom up
if ( display != current ) {
// draw arrows to show the buffer is backscrolled
renderSystem->SetColor( idStr::ColorForIndex( C_COLOR_CYAN ) );
for ( x = 0; x < LINE_WIDTH; x += 4 ) {
renderSystem->DrawSmallChar( (x+1)*SMALLCHAR_WIDTH, idMath::FtoiFast( y ), '^', localConsole.charSetShader );
}
y -= SMALLCHAR_HEIGHT;
rows--;
}
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row = display;
if ( x == 0 ) {
row--;
}
currentColor = idStr::ColorIndex( C_COLOR_WHITE );
renderSystem->SetColor( idStr::ColorForIndex( currentColor ) );
for ( i = 0; i < rows; i++, y -= SMALLCHAR_HEIGHT, row-- ) {
if ( row < 0 ) {
break;
}
if ( current - row >= TOTAL_LINES ) {
// past scrollback wrap point
continue;
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}
text_p = text + (row % TOTAL_LINES)*LINE_WIDTH;
for ( x = 0; x < LINE_WIDTH; x++ ) {
if ( ( text_p[x] & 0xff ) == ' ' ) {
continue;
}
if ( idStr::ColorIndex(text_p[x]>>8) != currentColor ) {
currentColor = idStr::ColorIndex(text_p[x]>>8);
renderSystem->SetColor( idStr::ColorForIndex( currentColor ) );
}
renderSystem->DrawSmallChar( (x+1)*SMALLCHAR_WIDTH, idMath::FtoiFast( y ), text_p[x] & 0xff, localConsole.charSetShader );
}
}
// draw the input prompt, user text, and cursor if desired
DrawInput();
renderSystem->SetColor( colorCyan );
}
/*
==============
Draw
ForceFullScreen is used by the editor
==============
*/
void idConsoleLocal::Draw( bool forceFullScreen ) {
float y = 0.0f;
if ( !charSetShader ) {
return;
}
if ( forceFullScreen ) {
// if we are forced full screen because of a disconnect,
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// we want the console closed when we go back to a session state
Close();
// we are however catching keyboard input
keyCatching = true;
}
Scroll();
UpdateDisplayFraction();
if ( forceFullScreen ) {
DrawSolidConsole( 1.0f );
} else if ( displayFrac ) {
DrawSolidConsole( displayFrac );
} else {
// only draw the notify lines if the developer cvar is set,
// or we are a debug build
if ( !con_noPrint.GetBool() ) {
DrawNotify();
}
}
if ( com_showFPS.GetBool() ) {
y = SCR_DrawFPS( 0 );
}
if ( com_showMemoryUsage.GetBool() ) {
y = SCR_DrawMemoryUsage( y );
}
if ( com_showAsyncStats.GetBool() ) {
y = SCR_DrawAsyncStats( y );
}
if ( com_showSoundDecoders.GetBool() ) {
y = SCR_DrawSoundDecoders( y );
}
}