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The-Powder-Toy/src/gui/console/ConsoleView.cpp
Tamás Bálint Misius 7629c98f22
Get rid of tiny callback classes, round No.1
I say round No.1 because I'm not sure if there are any left.
Hopefully there aren't.
2019-12-16 21:20:33 +01:00

137 lines
3.5 KiB
C++

#include "ConsoleView.h"
#include "ConsoleController.h"
#include "ConsoleModel.h"
#include <deque>
#include "graphics/Graphics.h"
#include "Config.h"
#include "ConsoleCommand.h"
#include "gui/interface/Keys.h"
#include "gui/interface/Label.h"
#include "gui/interface/Textbox.h"
ConsoleView::ConsoleView():
ui::Window(ui::Point(0, 0), ui::Point(WINDOWW, 150)),
commandField(NULL)
{
commandField = new ui::Textbox(ui::Point(0, Size.Y-16), ui::Point(Size.X, 16), "");
commandField->Appearance.HorizontalAlign = ui::Appearance::AlignLeft;
commandField->Appearance.VerticalAlign = ui::Appearance::AlignMiddle;
commandField->SetActionCallback({ [this] { commandField->SetDisplayText(c->FormatCommand(commandField->GetText())); } });
AddComponent(commandField);
FocusComponent(commandField);
commandField->SetBorder(false);
}
void ConsoleView::DoKeyPress(int key, int scan, bool repeat, bool shift, bool ctrl, bool alt)
{
if ((scan == SDL_SCANCODE_GRAVE && key != '~') || key == SDLK_ESCAPE)
{
if (!repeat)
doClose = true;
return;
}
switch(key)
{
case SDLK_RETURN:
case SDLK_KP_ENTER:
c->EvaluateCommand(commandField->GetText());
commandField->SetText("");
commandField->SetDisplayText("");
break;
case SDLK_DOWN:
c->NextCommand();
break;
case SDLK_UP:
if (editingNewCommand)
{
newCommand = commandField->GetText();
}
c->PreviousCommand();
break;
default:
Window::DoKeyPress(key, scan, repeat, shift, ctrl, alt);
break;
}
}
void ConsoleView::DoTextInput(String text)
{
if (text == "~")
doClose = false;
if (!doClose)
Window::DoTextInput(text);
}
void ConsoleView::NotifyPreviousCommandsChanged(ConsoleModel * sender)
{
for (size_t i = 0; i < commandList.size(); i++)
{
RemoveComponent(commandList[i]);
delete commandList[i];
}
commandList.clear();
std::deque<ConsoleCommand> commands = sender->GetPreviousCommands();
int currentY = Size.Y - 32;
if(commands.size())
for(int i = commands.size()-1; i >= 0; i--)
{
if(currentY <= 0)
break;
ui::Label * tempLabel = new ui::Label(ui::Point(Size.X/2, currentY), ui::Point(Size.X/2, 16), commands[i].ReturnValue);
tempLabel->Appearance.VerticalAlign = ui::Appearance::AlignMiddle;
tempLabel->Appearance.HorizontalAlign = ui::Appearance::AlignLeft;
commandList.push_back(tempLabel);
AddComponent(tempLabel);
tempLabel = new ui::Label(ui::Point(0, currentY), ui::Point(Size.X/2, 16), commands[i].Command);
tempLabel->Appearance.VerticalAlign = ui::Appearance::AlignMiddle;
tempLabel->Appearance.HorizontalAlign = ui::Appearance::AlignLeft;
commandList.push_back(tempLabel);
AddComponent(tempLabel);
currentY-=16;
}
}
void ConsoleView::NotifyCurrentCommandChanged(ConsoleModel * sender)
{
bool oldEditingNewCommand = editingNewCommand;
editingNewCommand = sender->GetCurrentCommandIndex() >= sender->GetPreviousCommands().size();
if (!oldEditingNewCommand && editingNewCommand)
{
commandField->SetText(newCommand);
}
else
{
commandField->SetText(sender->GetCurrentCommand().Command);
}
commandField->SetDisplayText(c->FormatCommand(commandField->GetText()));
}
void ConsoleView::OnDraw()
{
Graphics * g = GetGraphics();
g->fillrect(Position.X, Position.Y, Size.X, Size.Y, 0, 0, 0, 110);
g->draw_line(Position.X, Position.Y+Size.Y-16, Position.X+Size.X, Position.Y+Size.Y-16, 255, 255, 255, 160);
g->draw_line(Position.X, Position.Y+Size.Y, Position.X+Size.X, Position.Y+Size.Y, 255, 255, 255, 200);
}
void ConsoleView::OnTick(float dt)
{
if (doClose)
{
c->CloseConsole();
doClose = false;
}
}
ConsoleView::~ConsoleView()
{
}