Using blended makes smilies and CJK less hideous.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 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
*)
{$INCLUDE "options.inc"}
unit uChat;
interface
procedure initModule;
procedure freeModule;
procedure ReloadLines;
procedure CleanupInput;
procedure AddChatString(s: shortstring);
procedure DrawChat;
procedure KeyPressChat(Key, Sym: Longword);
procedure SendHogSpeech(s: shortstring);
implementation
uses SDLh, uInputHandler, uTypes, uVariables, uCommands, uUtils, uTextures, uRender, uIO, uScript;
const MaxStrIndex = 27;
type TChatLine = record
Tex: PTexture;
Time: Longword;
Width: LongInt;
s: shortstring;
Color: TSDL_Color;
end;
TChatCmd = (ccQuit, ccPause, ccFinish, ccShowHistory, ccFullScreen);
var Strs: array[0 .. MaxStrIndex] of TChatLine;
MStrs: array[0 .. MaxStrIndex] of shortstring;
LocalStrs: array[0 .. MaxStrIndex] of shortstring;
missedCount: LongWord;
lastStr: LongWord;
localLastStr: LongInt;
history: LongInt;
visibleCount: LongWord;
InputStr: TChatLine;
InputStrL: array[0..260] of char; // for full str + 4-byte utf-8 char
ChatReady: boolean;
showAll: boolean;
liveLua: boolean;
const
colors: array[#0..#6] of TSDL_Color = (
(r:$FF; g:$FF; b:$FF; a:$FF), // unused, feel free to take it for anything
(r:$FF; g:$FF; b:$FF; a:$FF), // chat message [White]
(r:$FF; g:$00; b:$FF; a:$FF), // action message [Purple]
(r:$90; g:$FF; b:$90; a:$FF), // join/leave message [Lime]
(r:$FF; g:$FF; b:$A0; a:$FF), // team message [Light Yellow]
(r:$FF; g:$00; b:$00; a:$FF), // error messages [Red]
(r:$00; g:$FF; b:$FF; a:$FF) // input line [Light Blue]
);
ChatCommandz: array [TChatCmd] of record
ChatCmd: string[31];
ProcedureCallChatCmd: string[31];
end = (
(ChatCmd: '/quit'; ProcedureCallChatCmd: 'halt'),
(ChatCmd: '/pause'; ProcedureCallChatCmd: 'pause'),
(ChatCmd: '/finish'; ProcedureCallChatCmd: 'finish'),
(ChatCmd: '/history'; ProcedureCallChatCmd: 'history'),
(ChatCmd: '/fullscreen'; ProcedureCallChatCmd: 'fullscr')
);
const Padding = 2;
ClHeight = 2 * Padding + 16; // font height
procedure RenderChatLineTex(var cl: TChatLine; var str: shortstring);
var strSurface,
resSurface: PSDL_Surface;
dstrect : TSDL_Rect; // destination rectangle for blitting
font : THWFont;
const
shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$80);
shadowint = $80 shl AShift;
begin
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);
// prepare destination rectangle for text shadow
// start position in texture should have padding; add 1 px as shadow offset
dstrect.x:= Padding + 1;
dstrect.y:= Padding + 1;
// doesn't matter if .w and .h still include padding, SDL_UpperBlit will clip
// create and blit text shadow
strSurface:= TTF_RenderUTF8_Blended(Fontz[font].Handle, Str2PChar(str), shadowcolor);
SDL_UpperBlit(strSurface, nil, resSurface, @dstrect);
SDL_FreeSurface(strSurface);
// non-shadow text starts at padding
dstrect.x:= Padding;
dstrect.y:= Padding;
// create and blit text
strSurface:= TTF_RenderUTF8_Blended(Fontz[font].Handle, Str2PChar(str), cl.color);
SDL_UpperBlit(strSurface, nil, resSurface, @dstrect);
SDL_FreeSurface(strSurface);
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 cl.Tex <> nil then
FreeTexture(cl.Tex);
if isInput then
begin
cl.s:= str;
color:= colors[#6];
str:= UserNick + '> ' + str + '_'
end
else
begin
color:= colors[str[1]];
delete(str, 1, 1);
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, t: LongWord;
begin
if InputStr.s <> '' then
SetLine(InputStr, InputStr.s, true);
for i:= 0 to MaxStrIndex do
if Strs[i].s <> '' then
begin
t:= Strs[i].Time;
SetLine(Strs[i], Strs[i].s, false);
Strs[i].Time:= t
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 DrawChat;
var i, t, left, top, cnt: Longword;
begin
ChatReady:= true; // maybe move to somewhere else?
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;
left:= 4 - cScreenWidth div 2;
top := 10;
if (GameState = gsChat) and (InputStr.Tex <> nil) then
begin
// draw under all other lines
DrawTexture(left, top + visibleCount * ClHeight, InputStr.Tex);
end;
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) and showAll))
and (Strs[i].Tex <> nil) do
begin
// draw lines 4px away from left screen border and 2px away from top
DrawTexture(left, top + (visibleCount - t) * ClHeight, Strs[i].Tex);
if i = 0 then
i:= MaxStrIndex
else
dec(i);
inc(cnt);
inc(t)
end;
visibleCount:= cnt;
end;
procedure SendHogSpeech(s: shortstring);
begin
SendIPC('h' + s);
ParseCommand('/hogsay '+s, true)
end;
procedure AcceptChatString(s: shortstring);
var i: TWave;
j: TChatCmd;
c, t: LongInt;
x: byte;
begin
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
// put in input history
localLastStr:= (localLastStr + 1) mod MaxStrIndex;
LocalStrs[localLastStr]:= s;
// 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;
// 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;
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;
for j:= Low(TChatCmd) to High(TChatCmd) do
if (s = ChatCommandz[j].ChatCmd) then
begin
ParseCommand(ChatCommandz[j].ProcedureCallChatCmd, true);
exit
end;
end
end
else
begin
if liveLua then
LuaParseString(s)
else
ParseCommand('/say ' + s, true);
end;
end;
procedure CleanupInput;
begin
FreezeEnterKey;
history:= 0;
{$IFNDEF SDL2}
SDL_EnableKeyRepeat(0,0);
{$ENDIF}
GameState:= gsGame;
ResetKbd;
end;
procedure KeyPressChat(Key, Sym: Longword);
const firstByteMark: array[0..3] of byte = (0, $C0, $E0, $F0);
var i, btw, index: integer;
utf8: shortstring;
action: boolean;
begin
action:= true;
case Sym of
SDLK_BACKSPACE:
begin
if Length(InputStr.s) > 0 then
begin
InputStr.s[0]:= InputStrL[byte(InputStr.s[0])];
SetLine(InputStr, InputStr.s, true)
end
end;
SDLK_ESCAPE:
begin
if Length(InputStr.s) > 0 then
SetLine(InputStr, '', true)
else CleanupInput
end;
SDLK_RETURN, SDLK_KP_ENTER:
begin
if Length(InputStr.s) > 0 then
begin
AcceptChatString(InputStr.s);
SetLine(InputStr, '', false)
end;
CleanupInput
end;
SDLK_UP, SDLK_DOWN:
begin
if (Sym = SDLK_UP) and (history < localLastStr) then inc(history);
if (Sym = SDLK_DOWN) and (history > 0) then dec(history);
index:= localLastStr - history + 1;
if (index > localLastStr) then
SetLine(InputStr, '', true)
else SetLine(InputStr, LocalStrs[index], true)
end;
SDLK_RIGHT, SDLK_LEFT, SDLK_DELETE,
SDLK_HOME, SDLK_END,
SDLK_PAGEUP, SDLK_PAGEDOWN:
begin
// ignore me!!!
end;
else
action:= false;
end;
if not action and (Key <> 0) then
begin
if (Key < $80) then
btw:= 1
else if (Key < $800) then
btw:= 2
else if (Key < $10000) then
btw:= 3
else
btw:= 4;
utf8:= '';
for i:= btw downto 2 do
begin
utf8:= char((Key or $80) and $BF) + utf8;
Key:= Key shr 6
end;
utf8:= char(Key or firstByteMark[Pred(btw)]) + utf8;
if byte(InputStr.s[0]) + btw > 240 then
exit;
InputStrL[byte(InputStr.s[0]) + btw]:= InputStr.s[0];
SetLine(InputStr, InputStr.s + utf8, true)
end
end;
procedure chChatMessage(var s: shortstring);
begin
AddChatString(s)
end;
procedure chSay(var s: shortstring);
begin
SendIPC('s' + s);
if copy(s, 1, 4) = '/me ' then
s:= #2 + '* ' + UserNick + ' ' + copy(s, 5, Length(s) - 4)
else
begin
localLastStr:= (localLastStr + 1) mod MaxStrIndex;
LocalStrs[localLastStr]:= s;
s:= #1 + UserNick + ': ' + s;
end;
AddChatString(s)
end;
procedure chTeamSay(var s: shortstring);
begin
SendIPC('b' + s);
s:= #4 + '[Team] ' + UserNick + ': ' + s;
AddChatString(s)
end;
procedure chHistory(var s: shortstring);
begin
s:= s; // avoid compiler hint
showAll:= not showAll
end;
procedure chChat(var s: shortstring);
begin
s:= s; // avoid compiler hint
GameState:= gsChat;
{$IFNDEF SDL2}
SDL_EnableKeyRepeat(200,45);
{$ENDIF}
if length(s) = 0 then
SetLine(InputStr, '', true)
else
SetLine(InputStr, '/team ', true)
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;
inputStr.Tex := nil;
for i:= 0 to MaxStrIndex do
Strs[i].Tex := nil;
end;
procedure freeModule;
var i: ShortInt;
begin
FreeTexture(InputStr.Tex);
for i:= 0 to MaxStrIndex do
FreeTexture(Strs[i].Tex);
end;
end.