hedgewars/uChat.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 13 Nov 2017 22:14:45 +0100
changeset 12836 8610462e3d33
parent 12410 8b971d8944d6
child 12846 e5c461729fe3
permissions -rw-r--r--
Remove 2 unused number tags in Construction Mode GUI These numbers are shown aside the power tag, but the numbers never change. They don't serve any purpose and are just visual clutter and annoying, since they partially overlap. They are probably a leftover from copying code over from other scripts. With this changeset, only the power and turn time are left visible, as it is supposed to.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program 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 this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uChat;

interface
uses SDLh;

procedure initModule;
procedure freeModule;
procedure ReloadLines;
procedure CleanupInput;
procedure AddChatString(s: shortstring);
procedure DrawChat;
procedure KeyPressChat(keysym: TSDL_Keysym);
procedure SendHogSpeech(s: shortstring);
procedure CopyToClipboard(var newContent: shortstring);
procedure TextInput(var event: TSDL_TextInputEvent);

implementation
uses uInputHandler, uTypes, uVariables, uCommands, uUtils, uTextures, uRender, uIO, uScript, uRenderUtils;

const MaxStrIndex = 27;
      MaxInputStrLen = 200;

type TChatLine = record
    Tex: PTexture;
    Time: Longword;
    Width: LongInt;
    s: shortstring;
    Color: TSDL_Color;
    end;
    TChatCmd = (ccQuit, ccPause, ccShowHistory, ccFullScreen);

var Strs: array[0 .. MaxStrIndex] of TChatLine;
    MStrs: array[0 .. MaxStrIndex] of shortstring;
    LocalStrs: array[0 .. MaxStrIndex] of shortstring;
    missedCount: LongWord;
    lastStr: LongWord;
    localLastStr: LongInt;
    history: LongInt;
    visibleCount: LongWord;
    InputStr: TChatLine;
    ChatReady: boolean;
    showAll: boolean;
    liveLua: boolean;
    ChatHidden: boolean;
    firstDraw: boolean;
    InputLinePrefix: TChatLine;
    // cursor
    cursorPos, cursorX, selectedPos, selectionDx: LongInt;
    LastKeyPressTick: LongWord;


const
    colors: array[#0..#9] of TSDL_Color = (
            (r:$FF; g:$FF; b:$FF; a:$FF), // #0 unused, feel free to take it for anything
            (r:$FF; g:$FF; b:$FF; a:$FF), // #1 chat message [White]
            (r:$FF; g:$00; b:$FF; a:$FF), // #2 action message [Purple]
            (r:$90; g:$FF; b:$90; a:$FF), // #3 join/leave message [Lime]
            (r:$FF; g:$FF; b:$A0; a:$FF), // #4 team message [Light Yellow]
            (r:$FF; g:$00; b:$00; a:$FF), // #5 error messages [Red]
            (r:$00; g:$FF; b:$FF; a:$FF), // #6 input line [Light Blue]
            (r:$FF; g:$80; b:$80; a:$FF), // #7 team gone [Light Red]
            (r:$FF; g:$D0; b:$80; a:$FF), // #8 team back [Light Orange]
            (r:$DF; g:$DF; b:$DF; a:$FF)  // #9 hog speech [Light Gray]
            );
    ChatCommandz: array [TChatCmd] of record
            ChatCmd: string[31];
            ProcedureCallChatCmd: string[31];
            end = (
            (ChatCmd: '/quit'; ProcedureCallChatCmd: 'halt'),
            (ChatCmd: '/pause'; ProcedureCallChatCmd: 'pause'),
            (ChatCmd: '/history'; ProcedureCallChatCmd: 'history'),
            (ChatCmd: '/fullscreen'; ProcedureCallChatCmd: 'fullscr')
            );


const Padding  = 2;
      ClHeight = 2 * Padding + 16; // font height

// relevant for UTF-8 handling
function IsFirstCharByte(c: char): boolean; inline;
begin
    // based on https://en.wikipedia.org/wiki/UTF-8#Description
    IsFirstCharByte:= (byte(c) and $C0) <> $80;
end;

function charIsForHogSpeech(c: char): boolean;
begin
exit((c = '"') or (c = '''') or (c = '-'));
end;

procedure ResetSelection();
begin
    selectedPos:= -1;
end;

procedure UpdateCursorCoords();
var font: THWFont;
    str : shortstring;
    coff, soff: LongInt;
begin
    if cursorPos = selectedPos then
        ResetSelection();

    // calculate cursor offset

    str:= InputStr.s;
    font:= CheckCJKFont(ansistring(str), fnt16);

    // get only substring before cursor to determine length
    // SetLength(str, cursorPos); // makes pas2c unhappy
    str[0]:= char(cursorPos);
    // get render size of text
    TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(str), @coff, nil);

    cursorX:= 2 + coff;

    // calculate selection width on screen
    if selectedPos >= 0 then
        begin
        if selectedPos > cursorPos then
            str:= InputStr.s;
        // SetLength(str, selectedPos); // makes pas2c unhappy
        str[0]:= char(selectedPos);
        TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(str), @soff, nil);
        selectionDx:= soff - coff;
        end
    else
        selectionDx:= 0;
end;


procedure ResetCursor();
begin
    ResetSelection();
    cursorPos:= 0;
    UpdateCursorCoords();
end;

(* This procedure [re]renders a texture showing str for the chat line cl.
 * It will use the color stored in cl and update width
 *)
procedure RenderChatLineTex(var cl: TChatLine; var str: shortstring);
var strSurface, tmpSurface,
    resSurface: PSDL_Surface;
    dstrect   : TSDL_Rect; // destination rectangle for blitting
    font      : THWFont;
const
    shadowint  = $80 shl AShift;
begin

FreeAndNilTexture(cl.Tex);

font:= CheckCJKFont(ansistring(str), fnt16);

// get render size of text
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(str), @cl.Width, nil);

// calculate and save size
cl.Width := cl.Width  + 2 * Padding;

// create surface to draw on
resSurface:= SDL_CreateRGBSurface(
                0, toPowerOf2(cl.Width), toPowerOf2(ClHeight),
                32, RMask, GMask, BMask, AMask);

// define area we want to draw in
dstrect.x:= 0;
dstrect.y:= 0;
dstrect.w:= cl.Width;
dstrect.h:= ClHeight;

// draw background
SDL_FillRect(resSurface, @dstrect, shadowint);

// create and blit text
tmpSurface:= nil;
strSurface:= TTF_RenderUTF8_Blended(Fontz[font].Handle, Str2PChar(str), cl.color);
// fix format
if strSurface <> nil then tmpSurface:= SDL_ConvertSurface(strSurface, resSurface^.format, 0);
SDL_FreeSurface(strSurface);
//SDL_UpperBlit(strSurface, nil, resSurface, @dstrect);
if tmpSurface <> nil then copyToXY(tmpSurface, resSurface, Padding, Padding);
SDL_FreeSurface(tmpSurface);

cl.Tex:= Surface2Tex(resSurface, false);

SDL_FreeSurface(resSurface)
end;

const ClDisplayDuration = 12500;

procedure SetLine(var cl: TChatLine; str: shortstring; isInput: boolean);
var color  : TSDL_Color;
begin
if isInput then
    begin
    cl.s:= str;
    color:= colors[#6];
    str:= str + ' ';
    end
else
    begin
    if str[1] <= High(colors) then
        begin
        color:= colors[str[1]];
        delete(str, 1, 1);
        end
    // fallback if invalid color
    else
        color:= colors[Low(colors)];

    cl.s:= str;
    end;

cl.color:= color;

// set texture, note: variables cl.s and str will be different here if isInput
RenderChatLineTex(cl, str);

cl.Time:= RealTicks + ClDisplayDuration;
end;

// For uStore texture recreation
procedure ReloadLines;
var i: LongWord;
begin
    if InputStr.s <> '' then
        SetLine(InputStr, InputStr.s, true);
    for i:= 0 to MaxStrIndex do
        if Strs[i].s <> '' then
            begin
            RenderChatLineTex(Strs[i], Strs[i].s);
            end;
end;

procedure AddChatString(s: shortstring);
begin
if not ChatReady then
    begin
    if MissedCount < MaxStrIndex - 1 then
        MStrs[MissedCount]:= s
    else if MissedCount < MaxStrIndex then
        MStrs[MissedCount]:= #5 + '[...]';
    inc(MissedCount);
    exit
    end;

lastStr:= (lastStr + 1) mod (MaxStrIndex + 1);

SetLine(Strs[lastStr], s, false);

inc(visibleCount)
end;

procedure UpdateInputLinePrefix();
begin
if liveLua then
    begin
    InputLinePrefix.color:= colors[#1];
    InputLinePrefix.s:= '[Lua] >';
    end
else
    begin
    InputLinePrefix.color:= colors[#6];
    InputLinePrefix.s:= UserNick + '>';
    end;

FreeAndNilTexture(InputLinePrefix.Tex);
end;

procedure DrawChat;
var i, t, left, top, cnt: LongInt;
    selRect: TSDL_Rect;
    c: char;
begin
ChatReady:= true; // maybe move to somewhere else?

if ChatHidden and (not showAll) then
    visibleCount:= 0;

// draw chat lines with some distance from screen border
left:= 4 - cScreenWidth div 2;
top := 10 + visibleCount * ClHeight; // we start with input line (if any)

// draw chat input line first and under all other lines
if (GameState = gsChat) and (InputStr.Tex <> nil) then
    begin

    if InputLinePrefix.Tex = nil then
        RenderChatLineTex(InputLinePrefix, InputLinePrefix.s);

    DrawTexture(left, top, InputLinePrefix.Tex);
    inc(left, InputLinePrefix.Width);
    DrawTexture(left, top, InputStr.Tex);

    if firstDraw then
        begin
        UpdateCursorCoords();
        firstDraw:= false;
        end;

    if selectedPos < 0 then
        begin
        // draw cursor
        if ((RealTicks - LastKeyPressTick) and 512) < 256 then
            DrawLineOnScreen(left + cursorX, top + 2, left + cursorX, top + ClHeight - 2, 2.0, $00, $FF, $FF, $FF);
        end
    else // draw selection
        begin
        selRect.y:= top + 2;
        selRect.h:= clHeight - 4;
        if selectionDx < 0 then
            begin
            selRect.x:= left + cursorX + selectionDx;
            selRect.w:= -selectionDx;
            end
        else
            begin
            selRect.x:= left + cursorX;
            selRect.w:= selectionDx;
            end;

        DrawRect(selRect, $FF, $FF, $FF, $40, true);
        end;

    dec(left, InputLinePrefix.Width);


    if (Length(InputStr.s) > 0) and ((CursorPos = 1) or (CursorPos = 2)) then
        begin
        c:= InputStr.s[1];
        if charIsForHogSpeech(c) then
            begin
            SpeechHogNumber:= 0;
            if Length(InputStr.s) > 1 then
                begin
                c:= InputStr.s[2];
                if (c > '0') and (c < '9') then
                    SpeechHogNumber:= byte(c) - 48;
                end;
            // default to current hedgehog (if own) or first hedgehog
            if SpeechHogNumber = 0 then
                begin
                if not CurrentTeam^.ExtDriven then
                    SpeechHogNumber:= CurrentTeam^.CurrHedgehog + 1
                else
                    SpeechHogNumber:= 1;
                end;
            end;
        end
    else
        SpeechHogNumber:= -1;
    end
else
    SpeechHogNumber:= -1;

// draw chat lines
if ((not ChatHidden) or showAll) and (UIDisplay <> uiNone) then
    begin
    if MissedCount <> 0 then // there are chat strings we missed, so print them now
        begin
        for i:= 0 to MissedCount - 1 do
            AddChatString(MStrs[i]);
        MissedCount:= 0;
        end;
    i:= lastStr;

    cnt:= 0; // count of lines displayed
    t  := 1; // # of current line processed

    // draw lines in reverse order
    while (((t < 7) and (Strs[i].Time > RealTicks)) or ((t <= MaxStrIndex + 1) and showAll))
    and (Strs[i].Tex <> nil) do
        begin
        top:= top - ClHeight;
        // draw chatline only if not offscreen
        if top > 0 then
            DrawTexture(left, top, Strs[i].Tex);

        if i = 0 then
            i:= MaxStrIndex
        else
            dec(i);

        inc(cnt);
        inc(t)
        end;

    visibleCount:= cnt;
    end;
end;

procedure SendHogSpeech(s: shortstring);
begin
SendIPC('h' + s);
ParseCommand('/hogsay '+s, true)
end;

procedure SendConsoleCommand(s: shortstring);
begin
    Delete(s, 1, 1);
    SendIPC('~' + s)
end;

procedure AcceptChatString(s: shortstring);
var i: TWave;
    j: TChatCmd;
    c, t: LongInt;
    x: byte;
begin
if s <> LocalStrs[localLastStr] then
    begin
    // put in input history
    localLastStr:= (localLastStr + 1) mod MaxStrIndex;
    LocalStrs[localLastStr]:= s;
    end;

t:= LocalTeam;
x:= 0;
if (s[1] = '"') and (s[Length(s)] = '"')
    then x:= 1

else if (s[1] = '''') and (s[Length(s)] = '''') then
    x:= 2

else if (s[1] = '-') and (s[Length(s)] = '-') then
    x:= 3;

if (not CurrentTeam^.ExtDriven) and (x <> 0) then
    for c:= 0 to Pred(TeamsCount) do
        if (TeamsArray[c] = CurrentTeam) then
            t:= c;

if x <> 0 then
    begin
    if t = -1 then
        ParseCommand('/say ' + copy(s, 2, Length(s)-2), true)
    else
        SendHogSpeech(char(x) + char(t) + copy(s, 2, Length(s)-2));
    exit
    end;

if (s[1] = '/') then
    begin
    // These 3 are same as above, only are to make the hedgehog say it on next attack
    if (copy(s, 2, 4) = 'hsa ') then
        begin
        if CurrentTeam^.ExtDriven then
            ParseCommand('/say ' + copy(s, 6, Length(s)-5), true)
        else
            SendHogSpeech(#4 + copy(s, 6, Length(s)-5));
        exit
        end;

    if (copy(s, 2, 4) = 'hta ') then
        begin
        if CurrentTeam^.ExtDriven then
            ParseCommand('/say ' + copy(s, 6, Length(s)-5), true)
        else
            SendHogSpeech(#5 + copy(s, 6, Length(s)-5));
        exit
        end;

    if (copy(s, 2, 4) = 'hya ') then
        begin
        if CurrentTeam^.ExtDriven then
            ParseCommand('/say ' + copy(s, 6, Length(s)-5), true)
        else
            SendHogSpeech(#6 + copy(s, 6, Length(s)-5));
        exit
        end;

    if (copy(s, 2, 5) = 'team ') and (length(s) > 6) then
        begin
        ParseCommand(s, true);
        exit
        end;

    if (copy(s, 2, 3) = 'me ') then
        begin
        ParseCommand('/say ' + s, true);
        exit
        end;

    if (copy(s, 2, 10) = 'togglechat') then
        begin
        ChatHidden:= (not ChatHidden);
        if ChatHidden then
           showAll:= false;
        exit
        end;

    // debugging commands
    if (copy(s, 2, 7) = 'debugvl') then
        begin
        cViewLimitsDebug:= (not cViewLimitsDebug);
        UpdateViewLimits();
        exit
        end;

    if (copy(s, 2, 3) = 'lua') then
        begin
        AddFileLog('/lua issued');
        if gameType <> gmtNet then
            begin
            liveLua:= (not liveLua);
            if liveLua then
                begin
                AddFileLog('[Lua] chat input string parsing enabled');
                AddChatString(#3 + 'Lua parsing: ON');
                end
            else
                begin
                AddFileLog('[Lua] chat input string parsing disabled');
                AddChatString(#3 + 'Lua parsing: OFF');
                end;
            UpdateInputLinePrefix();
            end;
        exit
        end;

    // hedghog animations/taunts and engine commands
    if (not CurrentTeam^.ExtDriven) and (CurrentTeam^.Hedgehogs[0].BotLevel = 0) then
        begin
        for i:= Low(TWave) to High(TWave) do
            if (s = Wavez[i].cmd) then
                begin
                ParseCommand('/taunt ' + char(i), true);
                exit
                end;
        end;

    for j:= Low(TChatCmd) to High(TChatCmd) do
        if (s = ChatCommandz[j].ChatCmd) then
            begin
            ParseCommand(ChatCommandz[j].ProcedureCallChatCmd, true);
            exit
            end;

    if (gameType = gmtNet) then
        SendConsoleCommand(s)
    end
else
    begin
    if liveLua then
        LuaParseString(s)
    else
        ParseCommand('/say ' + s, true);
    end;
end;

procedure CleanupInput;
begin
    FreezeEnterKey;
    history:= 0;
    SDL_StopTextInput();
    //SDL_EnableKeyRepeat(0,0);
    GameState:= gsGame;
    ResetKbd;
end;

procedure DelBytesFromInputStrBack(endIdx: integer; count: byte);
var startIdx: integer;
begin
    // nothing to do if count is 0
    if count = 0 then
        exit;

    // first byte to delete
    startIdx:= endIdx - (count - 1);

    // delete bytes from string
    Delete(InputStr.s, startIdx, count);

    SetLine(InputStr, InputStr.s, true);
end;

procedure MoveCursorToPreviousChar();
begin
    if cursorPos > 0 then
        repeat
            dec(cursorPos);
        until ((cursorPos = 0) or IsFirstCharByte(InputStr.s[cursorPos + 1]));
end;

procedure MoveCursorToNextChar();
var len: integer;
begin
    len:= Length(InputStr.s);
    if cursorPos < len then
        repeat
            inc(cursorPos);
        until ((cursorPos = len) or IsFirstCharByte(InputStr.s[cursorPos + 1]));
end;

procedure DeleteLastUTF8CharFromStr(var s: shortstring);
var l: byte;
begin
    l:= Length(s);

    while (l > 1) and (not IsFirstCharByte(s[l])) do
        begin
        dec(l);
        end;

    if l > 0 then
        dec(l);

    s[0]:= char(l);
end;

procedure DeleteSelected();
begin
    if (selectedPos >= 0) and (cursorPos <> selectedPos) then
        begin
        DelBytesFromInputStrBack(max(cursorPos, selectedPos), abs(selectedPos-cursorPos));
        cursorPos:= min(cursorPos, selectedPos);
        end;
    ResetSelection();
    UpdateCursorCoords();
end;

procedure HandleSelection(enabled: boolean);
begin
if enabled then
    begin
    if selectedPos < 0 then
        selectedPos:= cursorPos;
    end
else
    ResetSelection();
end;

type TCharSkip = ( none, wspace, numalpha, special );

function GetInputCharSkipClass(index: LongInt): TCharSkip;
var  c: char;
begin
    c:= InputStr.s[index];

    // non-ascii counts as letter
    if c > #127 then
        exit(numalpha);

    // low-ascii whitespaces and DEL
    if (c < #33) or (c = #127) then
        exit(wspace);

    // low-ascii special chars
    if c < #48 then
        exit(special);

    // digits
    if c < #58 then
        exit(numalpha);

    // make c upper-case
    if c > #96 then
        c:= char(byte(c) - 32);

    // letters
    if (c > #64) and (c < #90) then
        exit(numalpha);

    // remaining ascii are special chars
    exit(special);
end;

// skip from word to word, similar to Qt
procedure SkipInputChars(skip: TCharSkip; backwards: boolean);
begin
if backwards then
    begin
    // skip trailing whitespace, similar to Qt
    while (skip = wspace) and (cursorPos > 0) do
        begin
        skip:= GetInputCharSkipClass(cursorPos);
        if skip = wspace then
            MoveCursorToPreviousChar();
        end;
    // skip same-type chars
    while (cursorPos > 0) and (GetInputCharSkipClass(cursorPos) = skip) do
        MoveCursorToPreviousChar();
    end
else
    begin
    // skip same-type chars
    while cursorPos < Length(InputStr.s) do
        begin
        MoveCursorToNextChar();
        if (GetInputCharSkipClass(cursorPos) <> skip) then
            begin
            MoveCursorToPreviousChar();
            break;
            end;
        end;
    // skip trailing whitespace, similar to Qt
    while cursorPos < Length(InputStr.s) do
        begin
        MoveCursorToNextChar();
        if (GetInputCharSkipClass(cursorPos) <> wspace) then
            begin
            MoveCursorToPreviousChar();
            break;
            end;
        end;
    end;
end;

procedure CopyToClipboard(var newContent: shortstring);
begin
    // SDL2 clipboard
    SDL_SetClipboardText(Str2PChar(newContent));
end;

procedure CopySelectionToClipboard();
var selection: shortstring;
begin
    if selectedPos >= 0 then
        begin
        selection:= copy(InputStr.s, min(CursorPos, selectedPos) + 1, abs(CursorPos - selectedPos));
        CopyToClipboard(selection);
        end;
end;

procedure InsertIntoInputStr(s: shortstring);
var limit: integer;
begin
    // we check limit for trailing stuff before insertion limit for a reason
    // (possible remaining space after too long UTF8-insertion has been shortened)

    // length limit for stuff to that will trail the insertion
    limit:= max(cursorPos, MaxInputStrLen-Length(s));

    while Length(InputStr.s) > limit do
        begin
        DeleteLastUTF8CharFromStr(InputStr.s);
        end;

    // length limit for stuff to insert
    limit:= max(0, MaxInputStrLen-cursorPos);

    if limit = 0 then
        s:= ''
    else while Length(s) > limit do
        begin
        DeleteLastUTF8CharFromStr(s);
        end;

    if Length(s) > 0 then
        begin
        // insert string truncated to safe length
        Insert(s, InputStr.s, cursorPos + 1);

        if Length(InputStr.s) > MaxInputStrLen then
            InputStr.s[0]:= char(MaxInputStrLen);

        SetLine(InputStr, InputStr.s, true);

        // move cursor to end of inserted string
        inc(cursorPos, Length(s));
        UpdateCursorCoords();
        end;
end;

procedure PasteFromClipboard();
var clip: PChar;
begin
    // use SDL2 clipboard functions
    if SDL_HasClipboardText() then
        begin
        clip:= SDL_GetClipboardText();
        // returns NULL if not enough memory for a copy of clipboard content 
        if clip <> nil then
            begin
            InsertIntoInputStr(shortstring(clip));
            SDL_free(Pointer(clip));
            end;
        end;
end;

procedure KeyPressChat(keysym: TSDL_Keysym);
const nonStateMask = (not (KMOD_NUM or KMOD_CAPS));
var i, index: integer;
    selMode, ctrl, ctrlonly: boolean;
    skip: TCharSkip;
    Scancode: TSDL_Scancode;
    Modifier: Word;
begin
    Scancode:= keysym.scancode;
    Modifier:= keysym.modifier;

    LastKeyPressTick:= RealTicks;

    selMode:= (modifier and (KMOD_LSHIFT or KMOD_RSHIFT)) <> 0;
    ctrl:= (modifier and (KMOD_LCTRL or KMOD_RCTRL)) <> 0;
    ctrlonly:= ctrl and ((modifier and nonStateMask and (not (KMOD_LCTRL or KMOD_RCTRL))) = 0);
    skip:= none;

    case Scancode of
        SDL_SCANCODE_BACKSPACE:
            begin
            if selectedPos < 0 then
                begin
                HandleSelection(true);

                // delete more if ctrl is held
                if ctrl then
                    SkipInputChars(GetInputCharSkipClass(cursorPos), true)
                else
                    MoveCursorToPreviousChar();

                end;

            DeleteSelected();
            UpdateCursorCoords();
            end;
        SDL_SCANCODE_DELETE:
            begin
            if selectedPos < 0 then
                begin
                HandleSelection(true);

                // delete more if ctrl is held
                if ctrl then
                    SkipInputChars(GetInputCharSkipClass(cursorPos), false)
                else
                    MoveCursorToNextChar();

                end;

            DeleteSelected();
            UpdateCursorCoords();
            end;
        SDL_SCANCODE_ESCAPE:
            begin
            if Length(InputStr.s) > 0 then
                begin
                SetLine(InputStr, '', true);
                ResetCursor();
                end
            else CleanupInput
            end;
        SDL_SCANCODE_RETURN, SDL_SCANCODE_KP_ENTER:
            begin
            if Length(InputStr.s) > 0 then
                begin
                AcceptChatString(InputStr.s);
                SetLine(InputStr, '', false);
                ResetCursor();
                end;
            CleanupInput
            end;
        SDL_SCANCODE_UP, SDL_SCANCODE_DOWN:
            begin
            if (Scancode = SDL_SCANCODE_UP) and (history < localLastStr) then inc(history);
            if (Scancode = SDL_SCANCODE_DOWN) and (history > 0) then dec(history);
            index:= localLastStr - history + 1;
            if (index > localLastStr) then
                begin
                SetLine(InputStr, '', true);
                end
            else
                begin
                SetLine(InputStr, LocalStrs[index], true);
                end;
            cursorPos:= Length(InputStr.s);
            ResetSelection();
            UpdateCursorCoords();
            end;
        SDL_SCANCODE_HOME:
            begin
            if cursorPos > 0 then
                begin
                HandleSelection(selMode);
                cursorPos:= 0;
                end
            else if (not selMode) then
                ResetSelection();

            UpdateCursorCoords();
            end;
        SDL_SCANCODE_END:
            begin
            i:= Length(InputStr.s);
            if cursorPos < i then
                begin
                HandleSelection(selMode);
                cursorPos:= i;
                end
            else if (not selMode) then
                ResetSelection();

            UpdateCursorCoords();
            end;
        SDL_SCANCODE_LEFT:
            begin
            if cursorPos > 0 then
                begin

                if ctrl then
                    skip:= GetInputCharSkipClass(cursorPos);

                if selMode or (selectedPos < 0) then
                    begin
                    HandleSelection(selMode);
                    // go to end of previous utf8-char
                    MoveCursorToPreviousChar();
                    end
                else // if we're leaving selection mode, jump to its left end
                    begin
                    cursorPos:= min(cursorPos, selectedPos);
                    ResetSelection();
                    end;

                if ctrl then
                    SkipInputChars(skip, true);

                end
            else if (not selMode) then
                ResetSelection();

            UpdateCursorCoords();
            end;
        SDL_SCANCODE_RIGHT:
            begin
            if cursorPos < Length(InputStr.s) then
                begin

                if selMode or (selectedPos < 0) then
                    begin
                    HandleSelection(selMode);
                    MoveCursorToNextChar();
                    end
                else // if we're leaving selection mode, jump to its right end
                    begin
                    cursorPos:= max(cursorPos, selectedPos);
                    ResetSelection();
                    end;

                if ctrl then
                    SkipInputChars(GetInputCharSkipClass(cursorPos), false);

                end
            else if (not selMode) then
                ResetSelection();

            UpdateCursorCoords();
            end;
        SDL_SCANCODE_PAGEUP, SDL_SCANCODE_PAGEDOWN:
            begin
            // ignore me!!!
            end;
        // TODO: figure out how to determine those keys better
        SDL_SCANCODE_a:
            begin
            // select all
            if ctrlonly then
                begin
                ResetSelection();
                cursorPos:= 0;
                HandleSelection(true);
                cursorPos:= Length(InputStr.s);
                UpdateCursorCoords();
                end
            end;
        SDL_SCANCODE_c:
            begin
            // copy
            if ctrlonly then
                CopySelectionToClipboard()
            end;
        SDL_SCANCODE_v:
            begin
            // paste
            if ctrlonly then
                begin
                DeleteSelected();
                PasteFromClipboard();
                end
            end;
        SDL_SCANCODE_x:
            begin
            // cut
            if ctrlonly then
                begin
                CopySelectionToClipboard();
                DeleteSelected();
                end
            end;
        end;
end;

procedure TextInput(var event: TSDL_TextInputEvent);
var s: shortstring;
    l: byte;
    isl: integer;
begin
    DeleteSelected();

    l:= 0;
    // fetch all bytes of character/input
    while event.text[l] <> #0 do
        begin
        s[l + 1]:= event.text[l];
        inc(l)
        end;

    if l > 0 then
        begin
        isl:= Length(InputStr.s);
        // check if user is typing a redundant closing hog-speech quotation mark
        if (l = 1) and (isl >= 2) and (cursorPos = isl - 1) and charIsForHogSpeech(s[1])
          and (s[1] = InputStr.s[1]) and (s[1] = InputStr.s[isl]) then
            begin
            MoveCursorToNextChar();
            UpdateCursorCoords();
            end
        else
            begin
            // don't add input that doesn't fit
            if isl + l > MaxInputStrLen then exit;
            s[0]:= char(l);
            InsertIntoInputStr(s);

            // add closing hog speech quotation marks automagically
            if (l = 1) and (Length(InputStr.s) = 1) and charIsForHogSpeech(s[1]) then
                begin
                InsertIntoInputStr(s);
                MoveCursorToPreviousChar();
                UpdateCursorCoords();
                end;
            end;

        end
end;


procedure chChatMessage(var s: shortstring);
begin
    AddChatString(s)
end;

procedure chSay(var s: shortstring);
begin
    SendIPC('s' + s);

    if copy(s, 1, 4) = '/me ' then
        s:= #2 + '* ' + UserNick + ' ' + copy(s, 5, Length(s) - 4)
    else
        s:= #1 + UserNick + ': ' + s;

    AddChatString(s)
end;

procedure chTeamSay(var s: shortstring);
begin
    SendIPC('b' + s);

    s:= #4 + '[Team] ' + UserNick + ': ' + s;

    AddChatString(s)
end;

procedure chHistory(var s: shortstring);
var i: LongInt;
begin
    s:= s; // avoid compiler hint
    showAll:= not showAll;
    // immediatly recount
    visibleCount:= 0;
    if showAll or (not ChatHidden) then
        for i:= 0 to MaxStrIndex do
            begin
            if (Strs[i].Tex <> nil) and (showAll or (Strs[i].Time > RealTicks)) then
                inc(visibleCount);
            end;
end;

procedure chChat(var s: shortstring);
begin
    s:= s; // avoid compiler hint
    GameState:= gsChat;
    SDL_StopTextInput();
    SDL_StartTextInput();
    //SDL_EnableKeyRepeat(200,45);
    if length(s) = 0 then
        SetLine(InputStr, '', true)
    else
        begin
        SetLine(InputStr, '/team ', true);
        cursorPos:= 6;
        UpdateCursorCoords();
        end;
end;

procedure initModule;
var i: ShortInt;
begin
    RegisterVariable('chatmsg', @chChatMessage, true);
    RegisterVariable('say', @chSay, true);
    RegisterVariable('team', @chTeamSay, true);
    RegisterVariable('history', @chHistory, true );
    RegisterVariable('chat', @chChat, true );

    lastStr:= 0;
    localLastStr:= 0;
    history:= 0;
    visibleCount:= 0;
    showAll:= false;
    ChatReady:= false;
    missedCount:= 0;
    liveLua:= false;
    ChatHidden:= false;
    firstDraw:= true;

    InputLinePrefix.Tex:= nil;
    UpdateInputLinePrefix();
    inputStr.s:= '';
    inputStr.Tex := nil;
    for i:= 0 to MaxStrIndex do
        Strs[i].Tex := nil;

    LastKeyPressTick:= 0;
    ResetCursor();
    SDL_StopTextInput();
end;

procedure freeModule;
var i: ShortInt;
begin
    FreeAndNilTexture(InputLinePrefix.Tex);
    FreeAndNilTexture(InputStr.Tex);
    for i:= 0 to MaxStrIndex do
        FreeAndNilTexture(Strs[i].Tex);
end;

end.