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src/game/client/components/console.cpp
1 794 строки
57 KB
Pioooooo
Show command completions with leading spaces
19 дек 2025, 14:58
19 дек 2025, 14:58
79a2799
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include "console.h" #include <base/lock.h> #include <base/logger.h> #include <base/math.h> #include <base/str.h> #include <base/system.h> #include <engine/console.h> #include <engine/engine.h> #include <engine/graphics.h> #include <engine/keys.h> #include <engine/shared/config.h> #include <engine/shared/ringbuffer.h> #include <engine/storage.h> #include <engine/textrender.h> #include <generated/client_data.h> #include <game/client/gameclient.h> #include <game/client/ui.h> #include <game/localization.h> #include <game/version.h> #include <iterator> static constexpr float FONT_SIZE = 10.0f; static constexpr float LINE_SPACING = 1.0f; class CConsoleLogger : public ILogger { CGameConsole *m_pConsole; CLock m_ConsoleMutex; public: CConsoleLogger(CGameConsole *pConsole) : m_pConsole(pConsole) { dbg_assert(pConsole != nullptr, "console pointer must not be null"); } void Log(const CLogMessage *pMessage) override REQUIRES(!m_ConsoleMutex); void OnConsoleDeletion() REQUIRES(!m_ConsoleMutex); }; void CConsoleLogger::Log(const CLogMessage *pMessage) { if(m_Filter.Filters(pMessage)) { return; } ColorRGBA Color = gs_ConsoleDefaultColor; if(pMessage->m_HaveColor) { Color.r = pMessage->m_Color.r / 255.0; Color.g = pMessage->m_Color.g / 255.0; Color.b = pMessage->m_Color.b / 255.0; } const CLockScope LockScope(m_ConsoleMutex); if(m_pConsole) { m_pConsole->m_LocalConsole.PrintLine(pMessage->m_aLine, pMessage->m_LineLength, Color); } } void CConsoleLogger::OnConsoleDeletion() { const CLockScope LockScope(m_ConsoleMutex); m_pConsole = nullptr; } enum class EArgumentCompletionType { NONE, MAP, TUNE, SETTING, KEY, }; class CArgumentCompletionEntry { public: EArgumentCompletionType m_Type; const char *m_pCommandName; int m_ArgumentIndex; }; static const CArgumentCompletionEntry gs_aArgumentCompletionEntries[] = { {EArgumentCompletionType::MAP, "sv_map", 0}, {EArgumentCompletionType::MAP, "change_map", 0}, {EArgumentCompletionType::TUNE, "tune", 0}, {EArgumentCompletionType::TUNE, "tune_reset", 0}, {EArgumentCompletionType::TUNE, "toggle_tune", 0}, {EArgumentCompletionType::TUNE, "tune_zone", 1}, {EArgumentCompletionType::SETTING, "reset", 0}, {EArgumentCompletionType::SETTING, "toggle", 0}, {EArgumentCompletionType::SETTING, "access_level", 0}, {EArgumentCompletionType::SETTING, "+toggle", 0}, {EArgumentCompletionType::KEY, "bind", 0}, {EArgumentCompletionType::KEY, "binds", 0}, {EArgumentCompletionType::KEY, "unbind", 0}, }; static std::pair<EArgumentCompletionType, int> ArgumentCompletion(const char *pStr) { const char *pCommandStart = pStr; const char *pIt = pStr; pIt = str_skip_to_whitespace_const(pIt); int CommandLength = pIt - pCommandStart; const char *pCommandEnd = pIt; if(!CommandLength) return {EArgumentCompletionType::NONE, -1}; pIt = str_skip_whitespaces_const(pIt); if(pIt == pCommandEnd) return {EArgumentCompletionType::NONE, -1}; for(const auto &Entry : gs_aArgumentCompletionEntries) { int Length = maximum(str_length(Entry.m_pCommandName), CommandLength); if(str_comp_nocase_num(Entry.m_pCommandName, pCommandStart, Length) == 0) { int CurrentArg = 0; const char *pArgStart = nullptr, *pArgEnd = nullptr; while(CurrentArg < Entry.m_ArgumentIndex) { pArgStart = pIt; pIt = str_skip_to_whitespace_const(pIt); // Skip argument value pArgEnd = pIt; if(!pIt[0] || pArgStart == pIt) // Check that argument is not empty return {EArgumentCompletionType::NONE, -1}; pIt = str_skip_whitespaces_const(pIt); // Go to next argument position CurrentArg++; } if(pIt == pArgEnd) return {EArgumentCompletionType::NONE, -1}; // Check that there is at least one space after return {Entry.m_Type, pIt - pStr}; } } return {EArgumentCompletionType::NONE, -1}; } static int PossibleTunings(const char *pStr, IConsole::FPossibleCallback pfnCallback = IConsole::EmptyPossibleCommandCallback, void *pUser = nullptr) { int Index = 0; for(int i = 0; i < CTuningParams::Num(); i++) { if(str_find_nocase(CTuningParams::Name(i), pStr)) { pfnCallback(Index, CTuningParams::Name(i), pUser); Index++; } } return Index; } static int PossibleKeys(const char *pStr, IInput *pInput, IConsole::FPossibleCallback pfnCallback = IConsole::EmptyPossibleCommandCallback, void *pUser = nullptr) { int Index = 0; for(int Key = KEY_A; Key < KEY_JOY_AXIS_11_RIGHT; Key++) { // Ignore unnamed keys starting with '&' const char *pKeyName = pInput->KeyName(Key); if(pKeyName[0] != '&' && str_find_nocase(pKeyName, pStr)) { pfnCallback(Index, pKeyName, pUser); Index++; } } return Index; } static void CollectPossibleCommandsCallback(int Index, const char *pStr, void *pUser) { ((std::vector<const char *> *)pUser)->push_back(pStr); } static void SortCompletions(std::vector<const char *> &vCompletions, const char *pSearch) { if(pSearch[0] == '\0') return; std::sort(vCompletions.begin(), vCompletions.end(), [pSearch](const char *pA, const char *pB) { const char *pMatchA = str_find_nocase(pA, pSearch); const char *pMatchB = str_find_nocase(pB, pSearch); int MatchPosA = pMatchA ? (pMatchA - pA) : -1; int MatchPosB = pMatchB ? (pMatchB - pB) : -1; if(MatchPosA != MatchPosB) return MatchPosA < MatchPosB; int LenA = str_length(pA); int LenB = str_length(pB); if(LenA != LenB) return LenA < LenB; return str_comp_nocase(pA, pB) < 0; }); } CGameConsole::CInstance::CInstance(int Type) { m_pHistoryEntry = nullptr; m_Type = Type; if(Type == CGameConsole::CONSOLETYPE_LOCAL) { m_pName = "local_console"; m_CompletionFlagmask = CFGFLAG_CLIENT; } else { m_pName = "remote_console"; m_CompletionFlagmask = CFGFLAG_SERVER; } m_aCompletionBuffer[0] = 0; m_CompletionChosen = -1; m_aCompletionBufferArgument[0] = 0; m_CompletionChosenArgument = -1; m_CompletionArgumentPosition = 0; m_CompletionDirty = true; m_QueueResetAnimation = false; Reset(); m_aUser[0] = '\0'; m_UserGot = false; m_UsernameReq = false; m_IsCommand = false; m_Backlog.SetPopCallback([this](CBacklogEntry *pEntry) { if(pEntry->m_LineCount != -1) { m_NewLineCounter -= pEntry->m_LineCount; for(auto &SearchMatch : m_vSearchMatches) { SearchMatch.m_StartLine += pEntry->m_LineCount; SearchMatch.m_EndLine += pEntry->m_LineCount; SearchMatch.m_EntryLine += pEntry->m_LineCount; } } }); m_Input.SetClipboardLineCallback([this](const char *pStr) { ExecuteLine(pStr); }); m_CurrentMatchIndex = -1; m_aCurrentSearchString[0] = '\0'; } void CGameConsole::CInstance::Init(CGameConsole *pGameConsole) { m_pGameConsole = pGameConsole; } void CGameConsole::CInstance::ClearBacklog() { { // We must ensure that no log messages are printed while owning // m_BacklogPendingLock or this will result in a dead lock. const CLockScope LockScope(m_BacklogPendingLock); m_BacklogPending.Init(); } m_Backlog.Init(); m_BacklogCurLine = 0; ClearSearch(); } void CGameConsole::CInstance::UpdateBacklogTextAttributes() { // Pending backlog entries are not handled because they don't have text attributes yet. for(CBacklogEntry *pEntry = m_Backlog.First(); pEntry; pEntry = m_Backlog.Next(pEntry)) { UpdateEntryTextAttributes(pEntry); } } void CGameConsole::CInstance::PumpBacklogPending() { { // We must ensure that no log messages are printed while owning // m_BacklogPendingLock or this will result in a dead lock. const CLockScope LockScopePending(m_BacklogPendingLock); for(CBacklogEntry *pPendingEntry = m_BacklogPending.First(); pPendingEntry; pPendingEntry = m_BacklogPending.Next(pPendingEntry)) { const size_t EntrySize = sizeof(CBacklogEntry) + pPendingEntry->m_Length; CBacklogEntry *pEntry = m_Backlog.Allocate(EntrySize); mem_copy(pEntry, pPendingEntry, EntrySize); } m_BacklogPending.Init(); } // Update text attributes and count number of added lines m_pGameConsole->Ui()->MapScreen(); for(CBacklogEntry *pEntry = m_Backlog.First(); pEntry; pEntry = m_Backlog.Next(pEntry)) { if(pEntry->m_LineCount == -1) { UpdateEntryTextAttributes(pEntry); m_NewLineCounter += pEntry->m_LineCount; } } } void CGameConsole::CInstance::ClearHistory() { m_History.Init(); m_pHistoryEntry = nullptr; } void CGameConsole::CInstance::Reset() { m_CompletionRenderOffset = 0.0f; m_CompletionRenderOffsetChange = 0.0f; m_pCommandName = ""; m_pCommandHelp = ""; m_pCommandParams = ""; m_CompletionArgumentPosition = 0; m_CompletionDirty = true; } void CGameConsole::ForceUpdateRemoteCompletionSuggestions() { m_RemoteConsole.m_CompletionDirty = true; m_RemoteConsole.UpdateCompletionSuggestions(); } void CGameConsole::CInstance::UpdateCompletionSuggestions() { if(!m_CompletionDirty) return; // Store old selection char aOldCommand[IConsole::CMDLINE_LENGTH]; aOldCommand[0] = '\0'; if(m_CompletionChosen != -1 && (size_t)m_CompletionChosen < m_vpCommandSuggestions.size()) str_copy(aOldCommand, m_vpCommandSuggestions[m_CompletionChosen], sizeof(aOldCommand)); char aOldArgument[IConsole::CMDLINE_LENGTH]; aOldArgument[0] = '\0'; if(m_CompletionChosenArgument != -1 && (size_t)m_CompletionChosenArgument < m_vpArgumentSuggestions.size()) str_copy(aOldArgument, m_vpArgumentSuggestions[m_CompletionChosenArgument], sizeof(aOldArgument)); m_vpCommandSuggestions.clear(); m_vpArgumentSuggestions.clear(); // Command completion char aSearch[IConsole::CMDLINE_LENGTH]; GetCommand(m_aCompletionBuffer, aSearch); const bool RemoteConsoleCompletion = m_Type == CGameConsole::CONSOLETYPE_REMOTE && m_pGameConsole->Client()->RconAuthed(); const bool UseTempCommands = RemoteConsoleCompletion && m_pGameConsole->Client()->UseTempRconCommands(); m_pGameConsole->m_pConsole->PossibleCommands(aSearch, m_CompletionFlagmask, UseTempCommands, CollectPossibleCommandsCallback, &m_vpCommandSuggestions); SortCompletions(m_vpCommandSuggestions, aSearch); // Argument completion const auto [CompletionType, CompletionPos] = ArgumentCompletion(GetString()); if(CompletionType != EArgumentCompletionType::NONE) { if(CompletionType == EArgumentCompletionType::MAP) m_pGameConsole->PossibleMaps(m_aCompletionBufferArgument, CollectPossibleCommandsCallback, &m_vpArgumentSuggestions); else if(CompletionType == EArgumentCompletionType::TUNE) PossibleTunings(m_aCompletionBufferArgument, CollectPossibleCommandsCallback, &m_vpArgumentSuggestions); else if(CompletionType == EArgumentCompletionType::SETTING) m_pGameConsole->m_pConsole->PossibleCommands(m_aCompletionBufferArgument, m_CompletionFlagmask, UseTempCommands, CollectPossibleCommandsCallback, &m_vpArgumentSuggestions); else if(CompletionType == EArgumentCompletionType::KEY) PossibleKeys(m_aCompletionBufferArgument, m_pGameConsole->Input(), CollectPossibleCommandsCallback, &m_vpArgumentSuggestions); SortCompletions(m_vpArgumentSuggestions, m_aCompletionBufferArgument); } // Restore old selection if it changed if(m_CompletionChosen != -1 && (size_t)m_CompletionChosen < m_vpCommandSuggestions.size() && aOldCommand[0] != '\0' && str_comp(m_vpCommandSuggestions[m_CompletionChosen], aOldCommand) != 0) { for(size_t SuggestedId = 0; SuggestedId < m_vpCommandSuggestions.size(); SuggestedId++) { if(str_comp(m_vpCommandSuggestions[SuggestedId], aOldCommand) == 0) { m_CompletionChosen = SuggestedId; m_QueueResetAnimation = true; break; } } } if(m_CompletionChosenArgument != -1 && (size_t)m_CompletionChosenArgument < m_vpArgumentSuggestions.size() && aOldArgument[0] != '\0' && str_comp(m_vpArgumentSuggestions[m_CompletionChosenArgument], aOldArgument) != 0) { for(size_t SuggestedId = 0; SuggestedId < m_vpArgumentSuggestions.size(); SuggestedId++) { if(str_comp(m_vpArgumentSuggestions[SuggestedId], aOldArgument) == 0) { m_CompletionChosenArgument = SuggestedId; m_QueueResetAnimation = true; break; } } } m_CompletionDirty = false; } void CGameConsole::CInstance::ExecuteLine(const char *pLine) { if(m_Type == CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed()) { const char *pPrevEntry = m_History.Last(); if(pPrevEntry == nullptr || str_comp(pPrevEntry, pLine) != 0) { const size_t Size = str_length(pLine) + 1; char *pEntry = m_History.Allocate(Size); str_copy(pEntry, pLine, Size); } // print out the user's commands before they get run char aBuf[IConsole::CMDLINE_LENGTH + 3]; str_format(aBuf, sizeof(aBuf), "> %s", pLine); m_pGameConsole->PrintLine(m_Type, aBuf); } if(m_Type == CGameConsole::CONSOLETYPE_LOCAL) { m_pGameConsole->m_pConsole->ExecuteLine(pLine, IConsole::CLIENT_ID_UNSPECIFIED); } else { if(m_pGameConsole->Client()->RconAuthed()) { m_pGameConsole->Client()->Rcon(pLine); } else { if(!m_UserGot && m_UsernameReq) { m_UserGot = true; str_copy(m_aUser, pLine); } else { m_pGameConsole->Client()->RconAuth(m_aUser, pLine, g_Config.m_ClDummy); m_UserGot = false; } } } } void CGameConsole::CInstance::PossibleCommandsCompleteCallback(int Index, const char *pStr, void *pUser) { CGameConsole::CInstance *pInstance = (CGameConsole::CInstance *)pUser; if(pInstance->m_CompletionChosen == Index) { char aBefore[IConsole::CMDLINE_LENGTH]; str_truncate(aBefore, sizeof(aBefore), pInstance->m_aCompletionBuffer, pInstance->m_CompletionCommandStart); char aBuf[IConsole::CMDLINE_LENGTH]; str_format(aBuf, sizeof(aBuf), "%s%s%s", aBefore, pStr, pInstance->m_aCompletionBuffer + pInstance->m_CompletionCommandEnd); pInstance->m_Input.Set(aBuf); pInstance->m_Input.SetCursorOffset(str_length(pStr) + pInstance->m_CompletionCommandStart); } } void CGameConsole::CInstance::GetCommand(const char *pInput, char (&aCmd)[IConsole::CMDLINE_LENGTH]) { char aInput[IConsole::CMDLINE_LENGTH]; str_copy(aInput, pInput); m_CompletionCommandStart = 0; m_CompletionCommandEnd = 0; char aaSeparators[][2] = {";", "\""}; for(auto *pSeparator : aaSeparators) { int Start, End; str_delimiters_around_offset(aInput + m_CompletionCommandStart, pSeparator, m_Input.GetCursorOffset() - m_CompletionCommandStart, &Start, &End); m_CompletionCommandStart += Start; m_CompletionCommandEnd = m_CompletionCommandStart + (End - Start); aInput[m_CompletionCommandEnd] = '\0'; } m_CompletionCommandStart = str_skip_whitespaces_const(aInput + m_CompletionCommandStart) - aInput; str_copy(aCmd, aInput + m_CompletionCommandStart, sizeof(aCmd)); } static void StrCopyUntilSpace(char *pDest, size_t DestSize, const char *pSrc) { const char *pSpace = str_find(pSrc, " "); str_copy(pDest, pSrc, minimum<size_t>(pSpace ? pSpace - pSrc + 1 : 1, DestSize)); } void CGameConsole::CInstance::PossibleArgumentsCompleteCallback(int Index, const char *pStr, void *pUser) { CGameConsole::CInstance *pInstance = (CGameConsole::CInstance *)pUser; if(pInstance->m_CompletionChosenArgument == Index) { // get command char aBuf[IConsole::CMDLINE_LENGTH]; str_copy(aBuf, pInstance->GetString(), pInstance->m_CompletionArgumentPosition); str_append(aBuf, " "); // append argument str_append(aBuf, pStr); pInstance->m_Input.Set(aBuf); } } bool CGameConsole::CInstance::OnInput(const IInput::CEvent &Event) { bool Handled = false; // Don't allow input while the console is opening/closing if(m_pGameConsole->m_ConsoleState == CONSOLE_OPENING || m_pGameConsole->m_ConsoleState == CONSOLE_CLOSING) return Handled; auto &&SelectNextSearchMatch = [&](int Direction) { if(!m_vSearchMatches.empty()) { m_CurrentMatchIndex += Direction; if(m_CurrentMatchIndex >= (int)m_vSearchMatches.size()) m_CurrentMatchIndex = 0; if(m_CurrentMatchIndex < 0) m_CurrentMatchIndex = (int)m_vSearchMatches.size() - 1; m_HasSelection = false; // Also scroll to the correct line ScrollToCenter(m_vSearchMatches[m_CurrentMatchIndex].m_StartLine, m_vSearchMatches[m_CurrentMatchIndex].m_EndLine); } }; const int BacklogPrevLine = m_BacklogCurLine; if(Event.m_Flags & IInput::FLAG_PRESS) { if(Event.m_Key == KEY_RETURN || Event.m_Key == KEY_KP_ENTER) { if(!m_Searching) { if(!m_Input.IsEmpty() || (m_UsernameReq && !m_pGameConsole->Client()->RconAuthed() && !m_UserGot)) { ExecuteLine(m_Input.GetString()); m_Input.Clear(); m_pHistoryEntry = nullptr; } } else { SelectNextSearchMatch(m_pGameConsole->GameClient()->Input()->ShiftIsPressed() ? -1 : 1); } Handled = true; } else if(Event.m_Key == KEY_UP) { if(m_Searching) { SelectNextSearchMatch(-1); } else if(m_Type == CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed()) { if(m_pHistoryEntry) { char *pTest = m_History.Prev(m_pHistoryEntry); if(pTest) m_pHistoryEntry = pTest; } else m_pHistoryEntry = m_History.Last(); if(m_pHistoryEntry) m_Input.Set(m_pHistoryEntry); } Handled = true; } else if(Event.m_Key == KEY_DOWN) { if(m_Searching) { SelectNextSearchMatch(1); } else if(m_Type == CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed()) { if(m_pHistoryEntry) m_pHistoryEntry = m_History.Next(m_pHistoryEntry); if(m_pHistoryEntry) m_Input.Set(m_pHistoryEntry); else m_Input.Clear(); } Handled = true; } else if(Event.m_Key == KEY_TAB) { const int Direction = m_pGameConsole->GameClient()->Input()->ShiftIsPressed() ? -1 : 1; if(!m_Searching) { UpdateCompletionSuggestions(); // Command completion int CompletionEnumerationCount = m_vpCommandSuggestions.size(); if(m_Type == CGameConsole::CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed()) { if(CompletionEnumerationCount) { if(m_CompletionChosen == -1 && Direction < 0) m_CompletionChosen = 0; m_CompletionChosen = (m_CompletionChosen + Direction + CompletionEnumerationCount) % CompletionEnumerationCount; m_CompletionArgumentPosition = 0; PossibleCommandsCompleteCallback(m_CompletionChosen, m_vpCommandSuggestions[m_CompletionChosen], this); } else if(m_CompletionChosen != -1) { m_CompletionChosen = -1; Reset(); } } // Argument completion const auto [CompletionType, CompletionPos] = ArgumentCompletion(GetString()); int CompletionEnumerationCountArgs = m_vpArgumentSuggestions.size(); if(CompletionEnumerationCountArgs) { if(m_CompletionChosenArgument == -1 && Direction < 0) m_CompletionChosenArgument = 0; m_CompletionChosenArgument = (m_CompletionChosenArgument + Direction + CompletionEnumerationCountArgs) % CompletionEnumerationCountArgs; m_CompletionArgumentPosition = CompletionPos; PossibleArgumentsCompleteCallback(m_CompletionChosenArgument, m_vpArgumentSuggestions[m_CompletionChosenArgument], this); } else if(m_CompletionChosenArgument != -1) { m_CompletionChosenArgument = -1; Reset(); } } else { // Use Tab / Shift-Tab to cycle through search matches SelectNextSearchMatch(Direction); } Handled = true; } else if(Event.m_Key == KEY_PAGEUP) { m_BacklogCurLine += GetLinesToScroll(-1, m_LinesRendered); Handled = true; } else if(Event.m_Key == KEY_PAGEDOWN) { m_BacklogCurLine -= GetLinesToScroll(1, m_LinesRendered); if(m_BacklogCurLine < 0) { m_BacklogCurLine = 0; } Handled = true; } else if(Event.m_Key == KEY_MOUSE_WHEEL_UP) { m_BacklogCurLine += GetLinesToScroll(-1, 1); Handled = true; } else if(Event.m_Key == KEY_MOUSE_WHEEL_DOWN) { --m_BacklogCurLine; if(m_BacklogCurLine < 0) { m_BacklogCurLine = 0; } Handled = true; } // in order not to conflict with CLineInput's handling of Home/End only // react to it when the input is empty else if(Event.m_Key == KEY_HOME && m_Input.IsEmpty()) { m_BacklogCurLine += GetLinesToScroll(-1, -1); m_BacklogLastActiveLine = m_BacklogCurLine; Handled = true; } else if(Event.m_Key == KEY_END && m_Input.IsEmpty()) { m_BacklogCurLine = 0; Handled = true; } else if(Event.m_Key == KEY_ESCAPE && m_Searching) { SetSearching(false); Handled = true; } else if(Event.m_Key == KEY_F && m_pGameConsole->Input()->ModifierIsPressed()) { SetSearching(true); Handled = true; } } if(m_BacklogCurLine != BacklogPrevLine) { m_HasSelection = false; } if(!Handled) { Handled = m_Input.ProcessInput(Event); if(Handled) UpdateSearch(); } if(Event.m_Flags & (IInput::FLAG_PRESS | IInput::FLAG_TEXT)) { if(Event.m_Key != KEY_TAB && Event.m_Key != KEY_LSHIFT && Event.m_Key != KEY_RSHIFT) { const char *pInputStr = m_Input.GetString(); m_CompletionChosen = -1; str_copy(m_aCompletionBuffer, pInputStr); const auto [CompletionType, CompletionPos] = ArgumentCompletion(GetString()); if(CompletionType != EArgumentCompletionType::NONE) { for(const auto &Entry : gs_aArgumentCompletionEntries) { if(Entry.m_Type != CompletionType) continue; const int Len = str_length(Entry.m_pCommandName); if(str_comp_nocase_num(pInputStr, Entry.m_pCommandName, Len) == 0 && str_isspace(pInputStr[Len])) { m_CompletionChosenArgument = -1; str_copy(m_aCompletionBufferArgument, &pInputStr[CompletionPos]); } } } Reset(); } // find the current command { char aCmd[IConsole::CMDLINE_LENGTH]; GetCommand(GetString(), aCmd); char aBuf[IConsole::CMDLINE_LENGTH]; StrCopyUntilSpace(aBuf, sizeof(aBuf), aCmd); const IConsole::ICommandInfo *pCommand = m_pGameConsole->m_pConsole->GetCommandInfo(aBuf, m_CompletionFlagmask, m_Type != CGameConsole::CONSOLETYPE_LOCAL && m_pGameConsole->Client()->RconAuthed() && m_pGameConsole->Client()->UseTempRconCommands()); if(pCommand) { m_IsCommand = true; m_pCommandName = pCommand->Name(); m_pCommandHelp = pCommand->Help(); m_pCommandParams = pCommand->Params(); } else m_IsCommand = false; } } return Handled; } void CGameConsole::CInstance::PrintLine(const char *pLine, int Len, ColorRGBA PrintColor) { // We must ensure that no log messages are printed while owning // m_BacklogPendingLock or this will result in a dead lock. const CLockScope LockScope(m_BacklogPendingLock); CBacklogEntry *pEntry = m_BacklogPending.Allocate(sizeof(CBacklogEntry) + Len); pEntry->m_YOffset = -1.0f; pEntry->m_PrintColor = PrintColor; pEntry->m_Length = Len; pEntry->m_LineCount = -1; str_copy(pEntry->m_aText, pLine, Len + 1); } int CGameConsole::CInstance::GetLinesToScroll(int Direction, int LinesToScroll) { auto *pEntry = m_Backlog.Last(); int Line = 0; int LinesToSkip = (Direction == -1 ? m_BacklogCurLine + m_LinesRendered : m_BacklogCurLine - 1); while(Line < LinesToSkip && pEntry) { if(pEntry->m_LineCount == -1) UpdateEntryTextAttributes(pEntry); Line += pEntry->m_LineCount; pEntry = m_Backlog.Prev(pEntry); } int Amount = maximum(0, Line - LinesToSkip); while(pEntry && (LinesToScroll > 0 ? Amount < LinesToScroll : true)) { if(pEntry->m_LineCount == -1) UpdateEntryTextAttributes(pEntry); Amount += pEntry->m_LineCount; pEntry = Direction == -1 ? m_Backlog.Prev(pEntry) : m_Backlog.Next(pEntry); } return LinesToScroll > 0 ? minimum(Amount, LinesToScroll) : Amount; } void CGameConsole::CInstance::ScrollToCenter(int StartLine, int EndLine) { // This method is used to scroll lines from `StartLine` to `EndLine` to the center of the screen, if possible. // Find target line int Target = maximum(0, (int)ceil(StartLine - minimum(StartLine - EndLine, m_LinesRendered) / 2) - m_LinesRendered / 2); if(m_BacklogCurLine == Target) return; // Compute actual amount of lines to scroll to make sure lines fit in viewport and we don't have empty space int Direction = m_BacklogCurLine - Target < 0 ? -1 : 1; int LinesToScroll = absolute(Target - m_BacklogCurLine); int ComputedLines = GetLinesToScroll(Direction, LinesToScroll); if(Direction == -1) m_BacklogCurLine += ComputedLines; else m_BacklogCurLine -= ComputedLines; } void CGameConsole::CInstance::UpdateEntryTextAttributes(CBacklogEntry *pEntry) const { CTextCursor Cursor; Cursor.m_FontSize = FONT_SIZE; Cursor.m_Flags = 0; Cursor.m_LineWidth = m_pGameConsole->Ui()->Screen()->w - 10; Cursor.m_MaxLines = 10; Cursor.m_LineSpacing = LINE_SPACING; m_pGameConsole->TextRender()->TextEx(&Cursor, pEntry->m_aText, -1); pEntry->m_YOffset = Cursor.Height(); pEntry->m_LineCount = Cursor.m_LineCount; } bool CGameConsole::CInstance::IsInputHidden() const { if(m_Type != CONSOLETYPE_REMOTE) return false; if(m_pGameConsole->Client()->State() != IClient::STATE_ONLINE || m_Searching) return false; if(m_pGameConsole->Client()->RconAuthed()) return false; return m_UserGot || !m_UsernameReq; } void CGameConsole::CInstance::SetSearching(bool Searching) { m_Searching = Searching; if(Searching) { m_Input.SetClipboardLineCallback(nullptr); // restore default behavior (replace newlines with spaces) m_Input.Set(m_aCurrentSearchString); m_Input.SelectAll(); UpdateSearch(); } else { m_Input.SetClipboardLineCallback([this](const char *pLine) { ExecuteLine(pLine); }); m_Input.Clear(); } } void CGameConsole::CInstance::ClearSearch() { m_vSearchMatches.clear(); m_CurrentMatchIndex = -1; m_Input.Clear(); m_aCurrentSearchString[0] = '\0'; } void CGameConsole::CInstance::UpdateSearch() { if(!m_Searching) return; const char *pSearchText = m_Input.GetString(); bool SearchChanged = str_utf8_comp_nocase(pSearchText, m_aCurrentSearchString) != 0; int SearchLength = m_Input.GetLength(); str_copy(m_aCurrentSearchString, pSearchText); m_vSearchMatches.clear(); if(pSearchText[0] == '\0') { m_CurrentMatchIndex = -1; return; } if(SearchChanged) { m_CurrentMatchIndex = -1; m_HasSelection = false; } ITextRender *pTextRender = m_pGameConsole->Ui()->TextRender(); const int LineWidth = m_pGameConsole->Ui()->Screen()->w - 10.0f; CBacklogEntry *pEntry = m_Backlog.Last(); int EntryLine = 0, LineToScrollStart = 0, LineToScrollEnd = 0; for(; pEntry; EntryLine += pEntry->m_LineCount, pEntry = m_Backlog.Prev(pEntry)) { const char *pSearchPos = str_utf8_find_nocase(pEntry->m_aText, pSearchText); if(!pSearchPos) continue; int EntryLineCount = pEntry->m_LineCount; // Find all occurrences of the search string and save their positions while(pSearchPos) { int Pos = pSearchPos - pEntry->m_aText; if(EntryLineCount == 1) { m_vSearchMatches.emplace_back(Pos, EntryLine, EntryLine, EntryLine); if(EntryLine > LineToScrollStart) { LineToScrollStart = EntryLine; LineToScrollEnd = EntryLine; } } else { // A match can span multiple lines in case of a multiline entry, so we need to know which line the match starts at // and which line it ends at in order to put it in viewport properly STextSizeProperties Props; int LineCount; Props.m_pLineCount = &LineCount; // Compute line of end match pTextRender->TextWidth(FONT_SIZE, pEntry->m_aText, Pos + SearchLength, LineWidth, 0, Props); int EndLine = (EntryLineCount - LineCount); int MatchEndLine = EntryLine + EndLine; // Compute line of start of match int MatchStartLine = MatchEndLine; if(LineCount > 1) { pTextRender->TextWidth(FONT_SIZE, pEntry->m_aText, Pos, LineWidth, 0, Props); int StartLine = (EntryLineCount - LineCount); MatchStartLine = EntryLine + StartLine; } if(MatchStartLine > LineToScrollStart) { LineToScrollStart = MatchStartLine; LineToScrollEnd = MatchEndLine; } m_vSearchMatches.emplace_back(Pos, MatchStartLine, MatchEndLine, EntryLine); } pSearchPos = str_utf8_find_nocase(pEntry->m_aText + Pos + SearchLength, pSearchText); } } if(!m_vSearchMatches.empty() && SearchChanged) m_CurrentMatchIndex = 0; else m_CurrentMatchIndex = std::clamp(m_CurrentMatchIndex, -1, (int)m_vSearchMatches.size() - 1); // Reverse order of lines by sorting so we have matches from top to bottom instead of bottom to top std::sort(m_vSearchMatches.begin(), m_vSearchMatches.end(), [](const SSearchMatch &MatchA, const SSearchMatch &MatchB) { if(MatchA.m_StartLine == MatchB.m_StartLine) return MatchA.m_Pos < MatchB.m_Pos; // Make sure to keep position order return MatchA.m_StartLine > MatchB.m_StartLine; }); if(!m_vSearchMatches.empty() && SearchChanged) { ScrollToCenter(LineToScrollStart, LineToScrollEnd); } } void CGameConsole::CInstance::Dump() { char aTimestamp[20]; str_timestamp(aTimestamp, sizeof(aTimestamp)); char aFilename[IO_MAX_PATH_LENGTH]; str_format(aFilename, sizeof(aFilename), "dumps/%s_dump_%s.txt", m_pName, aTimestamp); IOHANDLE File = m_pGameConsole->Storage()->OpenFile(aFilename, IOFLAG_WRITE, IStorage::TYPE_SAVE); if(File) { PumpBacklogPending(); for(CInstance::CBacklogEntry *pEntry = m_Backlog.First(); pEntry; pEntry = m_Backlog.Next(pEntry)) { io_write(File, pEntry->m_aText, pEntry->m_Length); io_write_newline(File); } io_close(File); log_info("console", "%s contents were written to '%s'", m_pName, aFilename); } else { log_error("console", "Failed to open '%s'", aFilename); } } CGameConsole::CGameConsole() : m_LocalConsole(CONSOLETYPE_LOCAL), m_RemoteConsole(CONSOLETYPE_REMOTE) { m_ConsoleType = CONSOLETYPE_LOCAL; m_ConsoleState = CONSOLE_CLOSED; m_StateChangeEnd = 0.0f; m_StateChangeDuration = 0.1f; m_pConsoleLogger = new CConsoleLogger(this); } CGameConsole::~CGameConsole() { if(m_pConsoleLogger) m_pConsoleLogger->OnConsoleDeletion(); } CGameConsole::CInstance *CGameConsole::ConsoleForType(int ConsoleType) { if(ConsoleType == CONSOLETYPE_REMOTE) return &m_RemoteConsole; return &m_LocalConsole; } CGameConsole::CInstance *CGameConsole::CurrentConsole() { return ConsoleForType(m_ConsoleType); } void CGameConsole::OnReset() { m_RemoteConsole.Reset(); } int CGameConsole::PossibleMaps(const char *pStr, IConsole::FPossibleCallback pfnCallback, void *pUser) { int Index = 0; for(const std::string &Entry : Client()->MaplistEntries()) { if(str_find_nocase(Entry.c_str(), pStr)) { pfnCallback(Index, Entry.c_str(), pUser); Index++; } } return Index; } // only defined for 0<=t<=1 static float ConsoleScaleFunc(float t) { return std::sin(std::acos(1.0f - t)); } struct CCompletionOptionRenderInfo { CGameConsole *m_pSelf; CTextCursor m_Cursor; const char *m_pCurrentCmd; int m_WantedCompletion; float m_Offset; float *m_pOffsetChange; float m_Width; float m_TotalWidth; }; void CGameConsole::PossibleCommandsRenderCallback(int Index, const char *pStr, void *pUser) { CCompletionOptionRenderInfo *pInfo = static_cast<CCompletionOptionRenderInfo *>(pUser); ColorRGBA TextColor; if(Index == pInfo->m_WantedCompletion) { TextColor = ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f); const float TextWidth = pInfo->m_pSelf->TextRender()->TextWidth(pInfo->m_Cursor.m_FontSize, pStr); const CUIRect Rect = {pInfo->m_Cursor.m_X - 2.0f, pInfo->m_Cursor.m_Y - 2.0f, TextWidth + 4.0f, pInfo->m_Cursor.m_FontSize + 4.0f}; Rect.Draw(ColorRGBA(0.0f, 0.0f, 0.0f, 0.85f), IGraphics::CORNER_ALL, 2.0f); // scroll when out of sight const bool MoveLeft = Rect.x - *pInfo->m_pOffsetChange < 0.0f; const bool MoveRight = Rect.x + Rect.w - *pInfo->m_pOffsetChange > pInfo->m_Width; if(MoveLeft && !MoveRight) { *pInfo->m_pOffsetChange -= -Rect.x + pInfo->m_Width / 4.0f; } else if(!MoveLeft && MoveRight) { *pInfo->m_pOffsetChange += Rect.x + Rect.w - pInfo->m_Width + pInfo->m_Width / 4.0f; } } else { TextColor = ColorRGBA(0.75f, 0.75f, 0.75f, 1.0f); } const char *pMatchStart = str_find_nocase(pStr, pInfo->m_pCurrentCmd); if(pMatchStart) { pInfo->m_pSelf->TextRender()->TextColor(TextColor); pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, pMatchStart - pStr); pInfo->m_pSelf->TextRender()->TextColor(1.0f, 0.75f, 0.0f, 1.0f); pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pMatchStart, str_length(pInfo->m_pCurrentCmd)); pInfo->m_pSelf->TextRender()->TextColor(TextColor); pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pMatchStart + str_length(pInfo->m_pCurrentCmd)); } else { pInfo->m_pSelf->TextRender()->TextColor(TextColor); pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr); } pInfo->m_Cursor.m_X += 7.0f; pInfo->m_TotalWidth = pInfo->m_Cursor.m_X + pInfo->m_Offset; } void CGameConsole::Prompt(char (&aPrompt)[32]) { CInstance *pConsole = CurrentConsole(); if(pConsole->m_Searching) { str_format(aPrompt, sizeof(aPrompt), "%s: ", Localize("Searching")); } else if(m_ConsoleType == CONSOLETYPE_REMOTE) { if(Client()->State() == IClient::STATE_LOADING || Client()->State() == IClient::STATE_ONLINE) { if(Client()->RconAuthed()) str_copy(aPrompt, "rcon> "); else if(pConsole->m_UsernameReq && !pConsole->m_UserGot) str_format(aPrompt, sizeof(aPrompt), "%s> ", Localize("Enter Username")); else str_format(aPrompt, sizeof(aPrompt), "%s> ", Localize("Enter Password")); } else str_format(aPrompt, sizeof(aPrompt), "%s> ", Localize("NOT CONNECTED")); } else { str_copy(aPrompt, "> "); } } void CGameConsole::OnRender() { CUIRect Screen = *Ui()->Screen(); CInstance *pConsole = CurrentConsole(); const float MaxConsoleHeight = Screen.h * 3 / 5.0f; float Progress = (Client()->GlobalTime() - (m_StateChangeEnd - m_StateChangeDuration)) / m_StateChangeDuration; if(Progress >= 1.0f) { if(m_ConsoleState == CONSOLE_CLOSING) { m_ConsoleState = CONSOLE_CLOSED; pConsole->m_BacklogLastActiveLine = -1; } else if(m_ConsoleState == CONSOLE_OPENING) { m_ConsoleState = CONSOLE_OPEN; pConsole->m_Input.Activate(EInputPriority::CONSOLE); } Progress = 1.0f; } if(m_ConsoleState == CONSOLE_OPEN && g_Config.m_ClEditor) Toggle(CONSOLETYPE_LOCAL); if(m_ConsoleState == CONSOLE_CLOSED) return; if(m_ConsoleState == CONSOLE_OPEN) Input()->MouseModeAbsolute(); float ConsoleHeightScale; if(m_ConsoleState == CONSOLE_OPENING) ConsoleHeightScale = ConsoleScaleFunc(Progress); else if(m_ConsoleState == CONSOLE_CLOSING) ConsoleHeightScale = ConsoleScaleFunc(1.0f - Progress); else // CONSOLE_OPEN ConsoleHeightScale = ConsoleScaleFunc(1.0f); const float ConsoleHeight = ConsoleHeightScale * MaxConsoleHeight; const ColorRGBA ShadowColor = ColorRGBA(0.0f, 0.0f, 0.0f, 0.4f); const ColorRGBA TransparentColor = ColorRGBA(0.0f, 0.0f, 0.0f, 0.0f); const ColorRGBA aBackgroundColors[NUM_CONSOLETYPES] = {ColorRGBA(0.2f, 0.2f, 0.2f, 0.9f), ColorRGBA(0.4f, 0.2f, 0.2f, 0.9f)}; const ColorRGBA aBorderColors[NUM_CONSOLETYPES] = {ColorRGBA(0.1f, 0.1f, 0.1f, 0.9f), ColorRGBA(0.2f, 0.1f, 0.1f, 0.9f)}; Ui()->MapScreen(); // background Graphics()->TextureSet(g_pData->m_aImages[IMAGE_BACKGROUND_NOISE].m_Id); Graphics()->QuadsBegin(); Graphics()->SetColor(aBackgroundColors[m_ConsoleType]); Graphics()->QuadsSetSubset(0, 0, Screen.w / 80.0f, ConsoleHeight / 80.0f); IGraphics::CQuadItem QuadItemBackground(0.0f, 0.0f, Screen.w, ConsoleHeight); Graphics()->QuadsDrawTL(&QuadItemBackground, 1); Graphics()->QuadsEnd(); // bottom border Graphics()->TextureClear(); Graphics()->QuadsBegin(); Graphics()->SetColor(aBorderColors[m_ConsoleType]); IGraphics::CQuadItem QuadItemBorder(0.0f, ConsoleHeight, Screen.w, 1.0f); Graphics()->QuadsDrawTL(&QuadItemBorder, 1); Graphics()->QuadsEnd(); // bottom shadow Graphics()->TextureClear(); Graphics()->QuadsBegin(); Graphics()->SetColor4(ShadowColor, ShadowColor, TransparentColor, TransparentColor); IGraphics::CQuadItem QuadItemShadow(0.0f, ConsoleHeight + 1.0f, Screen.w, 10.0f); Graphics()->QuadsDrawTL(&QuadItemShadow, 1); Graphics()->QuadsEnd(); { // Get height of 1 line const float LineHeight = TextRender()->TextBoundingBox(FONT_SIZE, " ", -1, -1.0f, LINE_SPACING).m_H; const float RowHeight = FONT_SIZE * 2.0f; float x = 3; float y = ConsoleHeight - RowHeight - 18.0f; const float InitialX = x; const float InitialY = y; // render prompt CTextCursor PromptCursor; PromptCursor.SetPosition(vec2(x, y + FONT_SIZE / 2.0f)); PromptCursor.m_FontSize = FONT_SIZE; char aPrompt[32]; Prompt(aPrompt); TextRender()->TextEx(&PromptCursor, aPrompt); // check if mouse is pressed const vec2 WindowSize = vec2(Graphics()->WindowWidth(), Graphics()->WindowHeight()); const vec2 ScreenSize = vec2(Screen.w, Screen.h); Ui()->UpdateTouchState(m_TouchState); const auto &&GetMousePosition = [&]() -> vec2 { if(m_TouchState.m_PrimaryPressed) { return m_TouchState.m_PrimaryPosition * ScreenSize; } else { return Input()->NativeMousePos() / WindowSize * ScreenSize; } }; if(!pConsole->m_MouseIsPress && (m_TouchState.m_PrimaryPressed || Input()->NativeMousePressed(1))) { pConsole->m_MouseIsPress = true; pConsole->m_MousePress = GetMousePosition(); } if(pConsole->m_MouseIsPress && !m_TouchState.m_PrimaryPressed && !Input()->NativeMousePressed(1)) { pConsole->m_MouseIsPress = false; } if(pConsole->m_MouseIsPress) { pConsole->m_MouseRelease = GetMousePosition(); } const float ScaledLineHeight = LineHeight / ScreenSize.y; if(absolute(m_TouchState.m_ScrollAmount.y) >= ScaledLineHeight) { if(m_TouchState.m_ScrollAmount.y > 0.0f) { pConsole->m_BacklogCurLine += pConsole->GetLinesToScroll(-1, 1); m_TouchState.m_ScrollAmount.y -= ScaledLineHeight; } else { --pConsole->m_BacklogCurLine; if(pConsole->m_BacklogCurLine < 0) pConsole->m_BacklogCurLine = 0; m_TouchState.m_ScrollAmount.y += ScaledLineHeight; } pConsole->m_HasSelection = false; } x = PromptCursor.m_X; if(m_ConsoleState == CONSOLE_OPEN) { if(pConsole->m_MousePress.y >= pConsole->m_BoundingBox.m_Y && pConsole->m_MousePress.y < pConsole->m_BoundingBox.m_Y + pConsole->m_BoundingBox.m_H) { CLineInput::SMouseSelection *pMouseSelection = pConsole->m_Input.GetMouseSelection(); if(pMouseSelection->m_Selecting && !pConsole->m_MouseIsPress && pConsole->m_Input.IsActive()) { Input()->EnsureScreenKeyboardShown(); } pMouseSelection->m_Selecting = pConsole->m_MouseIsPress; pMouseSelection->m_PressMouse = pConsole->m_MousePress; pMouseSelection->m_ReleaseMouse = pConsole->m_MouseRelease; } else if(pConsole->m_MouseIsPress) { pConsole->m_Input.SelectNothing(); } } // render console input (wrap line) pConsole->m_Input.SetHidden(pConsole->IsInputHidden()); if(m_ConsoleState == CONSOLE_OPEN) { pConsole->m_Input.Activate(EInputPriority::CONSOLE); // Ensure that the input is active } const CUIRect InputCursorRect = {x, y + FONT_SIZE * 1.5f, 0.0f, 0.0f}; const bool WasChanged = pConsole->m_Input.WasChanged(); const bool WasCursorChanged = pConsole->m_Input.WasCursorChanged(); const bool Changed = WasChanged || WasCursorChanged; pConsole->m_BoundingBox = pConsole->m_Input.Render(&InputCursorRect, FONT_SIZE, TEXTALIGN_BL, Changed, Screen.w - 10.0f - x, LINE_SPACING); if(pConsole->m_LastInputHeight == 0.0f && pConsole->m_BoundingBox.m_H != 0.0f) pConsole->m_LastInputHeight = pConsole->m_BoundingBox.m_H; if(pConsole->m_Input.HasSelection()) pConsole->m_HasSelection = false; // Clear console selection if we have a line input selection y -= pConsole->m_BoundingBox.m_H - FONT_SIZE; if(pConsole->m_LastInputHeight != pConsole->m_BoundingBox.m_H) { pConsole->m_HasSelection = false; pConsole->m_MouseIsPress = false; pConsole->m_LastInputHeight = pConsole->m_BoundingBox.m_H; } // render possible commands if(!pConsole->m_Searching && (m_ConsoleType == CONSOLETYPE_LOCAL || Client()->RconAuthed()) && !pConsole->m_Input.IsEmpty()) { pConsole->UpdateCompletionSuggestions(); CCompletionOptionRenderInfo Info; Info.m_pSelf = this; Info.m_WantedCompletion = pConsole->m_CompletionChosen; Info.m_Offset = pConsole->m_CompletionRenderOffset; Info.m_pOffsetChange = &pConsole->m_CompletionRenderOffsetChange; Info.m_Width = Screen.w; Info.m_TotalWidth = 0.0f; char aCmd[IConsole::CMDLINE_LENGTH]; pConsole->GetCommand(pConsole->m_aCompletionBuffer, aCmd); Info.m_pCurrentCmd = aCmd; Info.m_Cursor.SetPosition(vec2(InitialX - Info.m_Offset, InitialY + RowHeight + 2.0f)); Info.m_Cursor.m_FontSize = FONT_SIZE; for(size_t SuggestionId = 0; SuggestionId < pConsole->m_vpCommandSuggestions.size(); ++SuggestionId) { PossibleCommandsRenderCallback(SuggestionId, pConsole->m_vpCommandSuggestions[SuggestionId], &Info); } const int NumCommands = pConsole->m_vpCommandSuggestions.size(); Info.m_TotalWidth = Info.m_Cursor.m_X + Info.m_Offset; pConsole->m_CompletionRenderOffset = Info.m_Offset; if(NumCommands <= 0 && pConsole->m_IsCommand) { int NumArguments = 0; if(!pConsole->m_vpArgumentSuggestions.empty()) { Info.m_WantedCompletion = pConsole->m_CompletionChosenArgument; Info.m_TotalWidth = 0.0f; Info.m_pCurrentCmd = pConsole->m_aCompletionBufferArgument; for(size_t SuggestionId = 0; SuggestionId < pConsole->m_vpArgumentSuggestions.size(); ++SuggestionId) { PossibleCommandsRenderCallback(SuggestionId, pConsole->m_vpArgumentSuggestions[SuggestionId], &Info); } NumArguments = pConsole->m_vpArgumentSuggestions.size(); Info.m_TotalWidth = Info.m_Cursor.m_X + Info.m_Offset; pConsole->m_CompletionRenderOffset = Info.m_Offset; } if(NumArguments <= 0 && pConsole->m_IsCommand) { char aBuf[1024]; str_format(aBuf, sizeof(aBuf), "Help: %s ", pConsole->m_pCommandHelp); TextRender()->TextEx(&Info.m_Cursor, aBuf, -1); TextRender()->TextColor(0.75f, 0.75f, 0.75f, 1); str_format(aBuf, sizeof(aBuf), "Usage: %s %s", pConsole->m_pCommandName, pConsole->m_pCommandParams); TextRender()->TextEx(&Info.m_Cursor, aBuf, -1); } } // Reset animation offset in case our chosen completion index changed due to new commands being added/removed if(pConsole->m_QueueResetAnimation) { pConsole->m_CompletionRenderOffset += pConsole->m_CompletionRenderOffsetChange; pConsole->m_CompletionRenderOffsetChange = 0.0f; pConsole->m_QueueResetAnimation = false; } Ui()->DoSmoothScrollLogic(&pConsole->m_CompletionRenderOffset, &pConsole->m_CompletionRenderOffsetChange, Info.m_Width, Info.m_TotalWidth); } else if(pConsole->m_Searching && !pConsole->m_Input.IsEmpty()) { // Render current match and match count CTextCursor MatchInfoCursor; MatchInfoCursor.SetPosition(vec2(InitialX, InitialY + RowHeight + 2.0f)); MatchInfoCursor.m_FontSize = FONT_SIZE; TextRender()->TextColor(0.8f, 0.8f, 0.8f, 1.0f); if(!pConsole->m_vSearchMatches.empty()) { char aBuf[64]; str_format(aBuf, sizeof(aBuf), Localize("Match %d of %d"), pConsole->m_CurrentMatchIndex + 1, (int)pConsole->m_vSearchMatches.size()); TextRender()->TextEx(&MatchInfoCursor, aBuf, -1); } else { TextRender()->TextEx(&MatchInfoCursor, Localize("No results"), -1); } } pConsole->PumpBacklogPending(); if(pConsole->m_NewLineCounter != 0) { pConsole->UpdateSearch(); // keep scroll position when new entries are printed. if(pConsole->m_BacklogCurLine != 0 || pConsole->m_HasSelection) { pConsole->m_BacklogCurLine += pConsole->m_NewLineCounter; pConsole->m_BacklogLastActiveLine += pConsole->m_NewLineCounter; } if(pConsole->m_NewLineCounter < 0) pConsole->m_NewLineCounter = 0; } // render console log (current entry, status, wrap lines) CInstance::CBacklogEntry *pEntry = pConsole->m_Backlog.Last(); float OffsetY = 0.0f; std::string SelectionString; if(pConsole->m_BacklogLastActiveLine < 0) pConsole->m_BacklogLastActiveLine = pConsole->m_BacklogCurLine; int LineNum = -1; pConsole->m_LinesRendered = 0; int SkippedLines = 0; bool First = true; const float XScale = Graphics()->ScreenWidth() / Screen.w; const float YScale = Graphics()->ScreenHeight() / Screen.h; const float CalcOffsetY = LineHeight * std::floor((y - RowHeight) / LineHeight); const float ClipStartY = (y - CalcOffsetY) * YScale; Graphics()->ClipEnable(0, ClipStartY, Screen.w * XScale, (y + 2.0f) * YScale - ClipStartY); while(pEntry) { if(pEntry->m_LineCount == -1) pConsole->UpdateEntryTextAttributes(pEntry); LineNum += pEntry->m_LineCount; if(LineNum < pConsole->m_BacklogLastActiveLine) { SkippedLines += pEntry->m_LineCount; pEntry = pConsole->m_Backlog.Prev(pEntry); continue; } TextRender()->TextColor(pEntry->m_PrintColor); if(First) { OffsetY -= (pConsole->m_BacklogLastActiveLine - SkippedLines) * LineHeight; } const float LocalOffsetY = OffsetY + pEntry->m_YOffset / (float)pEntry->m_LineCount; OffsetY += pEntry->m_YOffset; // Only apply offset if we do not keep scroll position (m_BacklogCurLine == 0) if((pConsole->m_HasSelection || pConsole->m_MouseIsPress) && pConsole->m_NewLineCounter > 0 && pConsole->m_BacklogCurLine == 0) { pConsole->m_MousePress.y -= pEntry->m_YOffset; if(!pConsole->m_MouseIsPress) pConsole->m_MouseRelease.y -= pEntry->m_YOffset; } // stop rendering when lines reach the top const bool Outside = y - OffsetY <= RowHeight; const bool CanRenderOneLine = y - LocalOffsetY > RowHeight; if(Outside && !CanRenderOneLine) break; const int LinesNotRendered = pEntry->m_LineCount - minimum((int)std::floor((y - LocalOffsetY) / RowHeight), pEntry->m_LineCount); pConsole->m_LinesRendered -= LinesNotRendered; CTextCursor EntryCursor; EntryCursor.SetPosition(vec2(0.0f, y - OffsetY)); EntryCursor.m_FontSize = FONT_SIZE; EntryCursor.m_LineWidth = Screen.w - 10.0f; EntryCursor.m_MaxLines = pEntry->m_LineCount; EntryCursor.m_LineSpacing = LINE_SPACING; EntryCursor.m_CalculateSelectionMode = (m_ConsoleState == CONSOLE_OPEN && pConsole->m_MousePress.y < pConsole->m_BoundingBox.m_Y && (pConsole->m_MouseIsPress || (pConsole->m_CurSelStart != pConsole->m_CurSelEnd) || pConsole->m_HasSelection)) ? TEXT_CURSOR_SELECTION_MODE_CALCULATE : TEXT_CURSOR_SELECTION_MODE_NONE; EntryCursor.m_PressMouse = pConsole->m_MousePress; EntryCursor.m_ReleaseMouse = pConsole->m_MouseRelease; if(pConsole->m_Searching && pConsole->m_CurrentMatchIndex != -1) { std::vector<CInstance::SSearchMatch> vMatches; std::copy_if(pConsole->m_vSearchMatches.begin(), pConsole->m_vSearchMatches.end(), std::back_inserter(vMatches), [&](const CInstance::SSearchMatch &Match) { return Match.m_EntryLine == LineNum + 1 - pEntry->m_LineCount; }); auto CurrentSelectedOccurrence = pConsole->m_vSearchMatches[pConsole->m_CurrentMatchIndex]; EntryCursor.m_vColorSplits.reserve(vMatches.size()); for(const auto &Match : vMatches) { bool IsSelected = CurrentSelectedOccurrence.m_EntryLine == Match.m_EntryLine && CurrentSelectedOccurrence.m_Pos == Match.m_Pos; EntryCursor.m_vColorSplits.emplace_back( Match.m_Pos, pConsole->m_Input.GetLength(), IsSelected ? ms_SearchSelectedColor : ms_SearchHighlightColor); } } TextRender()->TextEx(&EntryCursor, pEntry->m_aText, -1); EntryCursor.m_vColorSplits = {}; if(EntryCursor.m_CalculateSelectionMode == TEXT_CURSOR_SELECTION_MODE_CALCULATE) { pConsole->m_CurSelStart = minimum(EntryCursor.m_SelectionStart, EntryCursor.m_SelectionEnd); pConsole->m_CurSelEnd = maximum(EntryCursor.m_SelectionStart, EntryCursor.m_SelectionEnd); } pConsole->m_LinesRendered += First ? pEntry->m_LineCount - (pConsole->m_BacklogLastActiveLine - SkippedLines) : pEntry->m_LineCount; if(pConsole->m_CurSelStart != pConsole->m_CurSelEnd) { if(m_WantsSelectionCopy) { const bool HasNewLine = !SelectionString.empty(); const size_t OffUTF8Start = str_utf8_offset_chars_to_bytes(pEntry->m_aText, pConsole->m_CurSelStart); const size_t OffUTF8End = str_utf8_offset_chars_to_bytes(pEntry->m_aText, pConsole->m_CurSelEnd); SelectionString.insert(0, (std::string(&pEntry->m_aText[OffUTF8Start], OffUTF8End - OffUTF8Start) + (HasNewLine ? "\n" : ""))); } pConsole->m_HasSelection = true; } if(pConsole->m_NewLineCounter > 0) // Decrease by the entry line count since we can have multiline entries pConsole->m_NewLineCounter -= pEntry->m_LineCount; pEntry = pConsole->m_Backlog.Prev(pEntry); // reset color TextRender()->TextColor(TextRender()->DefaultTextColor()); First = false; if(!pEntry) break; } // Make sure to reset m_NewLineCounter when we are done drawing // This is because otherwise, if many entries are printed at once while console is // hidden, m_NewLineCounter will always be > 0 since the console won't be able to render // them all, thus wont be able to decrease m_NewLineCounter to 0. // This leads to an infinite increase of m_BacklogCurLine and m_BacklogLastActiveLine // when we want to keep scroll position. pConsole->m_NewLineCounter = 0; Graphics()->ClipDisable(); pConsole->m_BacklogLastActiveLine = pConsole->m_BacklogCurLine; if(m_WantsSelectionCopy && !SelectionString.empty()) { pConsole->m_HasSelection = false; pConsole->m_CurSelStart = -1; pConsole->m_CurSelEnd = -1; Input()->SetClipboardText(SelectionString.c_str()); m_WantsSelectionCopy = false; } TextRender()->TextColor(TextRender()->DefaultTextColor()); // render current lines and status (locked, following) char aBuf[128]; str_format(aBuf, sizeof(aBuf), Localize("Lines %d - %d (%s)"), pConsole->m_BacklogCurLine + 1, pConsole->m_BacklogCurLine + pConsole->m_LinesRendered, pConsole->m_BacklogCurLine != 0 ? Localize("Locked") : Localize("Following")); TextRender()->Text(10.0f, FONT_SIZE / 2.f, FONT_SIZE, aBuf); if(m_ConsoleType == CONSOLETYPE_REMOTE && (Client()->ReceivingRconCommands() || Client()->ReceivingMaplist())) { const float Percentage = Client()->ReceivingRconCommands() ? Client()->GotRconCommandsPercentage() : Client()->GotMaplistPercentage(); SProgressSpinnerProperties ProgressProps; ProgressProps.m_Progress = Percentage; Ui()->RenderProgressSpinner(vec2(Screen.w / 4.0f + FONT_SIZE / 2.f, FONT_SIZE), FONT_SIZE / 2.f, ProgressProps); char aLoading[128]; str_copy(aLoading, Client()->ReceivingRconCommands() ? Localize("Loading commands…") : Localize("Loading maps…")); if(Percentage > 0) { char aPercentage[8]; str_format(aPercentage, sizeof(aPercentage), " %d%%", (int)(Percentage * 100)); str_append(aLoading, aPercentage); } TextRender()->Text(Screen.w / 4.0f + FONT_SIZE + 2.0f, FONT_SIZE / 2.f, FONT_SIZE, aLoading); } // render version str_copy(aBuf, "v" GAME_VERSION " on " CONF_PLATFORM_STRING " " CONF_ARCH_STRING); TextRender()->Text(Screen.w - TextRender()->TextWidth(FONT_SIZE, aBuf) - 10.0f, FONT_SIZE / 2.f, FONT_SIZE, aBuf); } } void CGameConsole::OnMessage(int MsgType, void *pRawMsg) { } bool CGameConsole::OnInput(const IInput::CEvent &Event) { // accept input when opening, but not at first frame to discard the input that caused the console to open if(m_ConsoleState != CONSOLE_OPEN && (m_ConsoleState != CONSOLE_OPENING || m_StateChangeEnd == Client()->GlobalTime() + m_StateChangeDuration)) return false; if((Event.m_Key >= KEY_F1 && Event.m_Key <= KEY_F12) || (Event.m_Key >= KEY_F13 && Event.m_Key <= KEY_F24)) return false; if(Event.m_Key == KEY_ESCAPE && (Event.m_Flags & IInput::FLAG_PRESS) && !CurrentConsole()->m_Searching) Toggle(m_ConsoleType); else if(!CurrentConsole()->OnInput(Event)) { if(GameClient()->Input()->ModifierIsPressed() && Event.m_Flags & IInput::FLAG_PRESS && Event.m_Key == KEY_C) m_WantsSelectionCopy = true; } return true; } void CGameConsole::Toggle(int Type) { if(m_ConsoleType != Type && (m_ConsoleState == CONSOLE_OPEN || m_ConsoleState == CONSOLE_OPENING)) { // don't toggle console, just switch what console to use } else { if(m_ConsoleState == CONSOLE_CLOSED || m_ConsoleState == CONSOLE_OPEN) { m_StateChangeEnd = Client()->GlobalTime() + m_StateChangeDuration; } else { float Progress = m_StateChangeEnd - Client()->GlobalTime(); float ReversedProgress = m_StateChangeDuration - Progress; m_StateChangeEnd = Client()->GlobalTime() + ReversedProgress; } if(m_ConsoleState == CONSOLE_CLOSED || m_ConsoleState == CONSOLE_CLOSING) { Ui()->SetEnabled(false); m_ConsoleState = CONSOLE_OPENING; } else { ConsoleForType(Type)->m_Input.Deactivate(); Input()->MouseModeRelative(); Ui()->SetEnabled(true); GameClient()->OnRelease(); m_ConsoleState = CONSOLE_CLOSING; } } m_ConsoleType = Type; } void CGameConsole::ConToggleLocalConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_LOCAL); } void CGameConsole::ConToggleRemoteConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_REMOTE); } void CGameConsole::ConClearLocalConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->m_LocalConsole.ClearBacklog(); } void CGameConsole::ConClearRemoteConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->m_RemoteConsole.ClearBacklog(); } void CGameConsole::ConDumpLocalConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->m_LocalConsole.Dump(); } void CGameConsole::ConDumpRemoteConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->m_RemoteConsole.Dump(); } void CGameConsole::ConConsolePageUp(IConsole::IResult *pResult, void *pUserData) { CInstance *pConsole = ((CGameConsole *)pUserData)->CurrentConsole(); pConsole->m_BacklogCurLine += pConsole->GetLinesToScroll(-1, pConsole->m_LinesRendered); pConsole->m_HasSelection = false; } void CGameConsole::ConConsolePageDown(IConsole::IResult *pResult, void *pUserData) { CInstance *pConsole = ((CGameConsole *)pUserData)->CurrentConsole(); pConsole->m_BacklogCurLine -= pConsole->GetLinesToScroll(1, pConsole->m_LinesRendered); pConsole->m_HasSelection = false; if(pConsole->m_BacklogCurLine < 0) pConsole->m_BacklogCurLine = 0; } void CGameConsole::ConConsolePageTop(IConsole::IResult *pResult, void *pUserData) { CInstance *pConsole = ((CGameConsole *)pUserData)->CurrentConsole(); pConsole->m_BacklogCurLine += pConsole->GetLinesToScroll(-1, pConsole->m_LinesRendered); pConsole->m_HasSelection = false; } void CGameConsole::ConConsolePageBottom(IConsole::IResult *pResult, void *pUserData) { CInstance *pConsole = ((CGameConsole *)pUserData)->CurrentConsole(); pConsole->m_BacklogCurLine = 0; pConsole->m_HasSelection = false; } void CGameConsole::ConchainConsoleOutputLevel(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { CGameConsole *pSelf = (CGameConsole *)pUserData; pfnCallback(pResult, pCallbackUserData); if(pResult->NumArguments()) { pSelf->m_pConsoleLogger->SetFilter(CLogFilter{IConsole::ToLogLevelFilter(g_Config.m_ConsoleOutputLevel)}); } } void CGameConsole::RequireUsername(bool UsernameReq) { if((m_RemoteConsole.m_UsernameReq = UsernameReq)) { m_RemoteConsole.m_aUser[0] = '\0'; m_RemoteConsole.m_UserGot = false; } } void CGameConsole::PrintLine(int Type, const char *pLine) { if(Type == CONSOLETYPE_LOCAL) m_LocalConsole.PrintLine(pLine, str_length(pLine), TextRender()->DefaultTextColor()); else if(Type == CONSOLETYPE_REMOTE) m_RemoteConsole.PrintLine(pLine, str_length(pLine), TextRender()->DefaultTextColor()); } void CGameConsole::OnConsoleInit() { // init console instances m_LocalConsole.Init(this); m_RemoteConsole.Init(this); m_pConsole = Kernel()->RequestInterface<IConsole>(); Console()->Register("toggle_local_console", "", CFGFLAG_CLIENT, ConToggleLocalConsole, this, "Toggle local console"); Console()->Register("toggle_remote_console", "", CFGFLAG_CLIENT, ConToggleRemoteConsole, this, "Toggle remote console"); Console()->Register("clear_local_console", "", CFGFLAG_CLIENT, ConClearLocalConsole, this, "Clear local console"); Console()->Register("clear_remote_console", "", CFGFLAG_CLIENT, ConClearRemoteConsole, this, "Clear remote console"); Console()->Register("dump_local_console", "", CFGFLAG_CLIENT, ConDumpLocalConsole, this, "Write local console contents to a text file"); Console()->Register("dump_remote_console", "", CFGFLAG_CLIENT, ConDumpRemoteConsole, this, "Write remote console contents to a text file"); Console()->Register("console_page_up", "", CFGFLAG_CLIENT, ConConsolePageUp, this, "Previous page in console"); Console()->Register("console_page_down", "", CFGFLAG_CLIENT, ConConsolePageDown, this, "Next page in console"); Console()->Register("console_page_top", "", CFGFLAG_CLIENT, ConConsolePageTop, this, "Last page in console"); Console()->Register("console_page_bottom", "", CFGFLAG_CLIENT, ConConsolePageBottom, this, "First page in console"); Console()->Chain("console_output_level", ConchainConsoleOutputLevel, this); } void CGameConsole::OnInit() { Engine()->SetAdditionalLogger(std::unique_ptr<ILogger>(m_pConsoleLogger)); // add resize event Graphics()->AddWindowResizeListener([this]() { m_LocalConsole.UpdateBacklogTextAttributes(); m_LocalConsole.m_HasSelection = false; m_RemoteConsole.UpdateBacklogTextAttributes(); m_RemoteConsole.m_HasSelection = false; }); } void CGameConsole::OnStateChange(int NewState, int OldState) { if(OldState <= IClient::STATE_ONLINE && NewState == IClient::STATE_OFFLINE) { m_RemoteConsole.m_UserGot = false; m_RemoteConsole.m_aUser[0] = '\0'; m_RemoteConsole.m_Input.Clear(); m_RemoteConsole.m_UsernameReq = false; } }