As an animation effect this should be in uGearsRender. Plus it'll still spark when paused then, which is kinda fun.
(*
* 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
*)
{$INCLUDE "options.inc"}
unit uChat;
interface
uses SDLh;
procedure initModule;
procedure freeModule;
procedure ReloadLines;
procedure CleanupInput;
procedure AddChatString(s: shortstring);
procedure DrawChat;
procedure KeyPressChat(keysym: TSDL_Keysym);
procedure SendHogSpeech(s: shortstring);
procedure CopyToClipboard(var newContent: shortstring);
procedure TextInput(var event: TSDL_TextInputEvent);
implementation
uses uInputHandler, uTypes, uVariables, uCommands, uUtils, uTextures, uRender, uIO, uScript, uRenderUtils;
const MaxStrIndex = 27;
MaxInputStrLen = 200;
type TChatLine = record
Tex: PTexture;
Time: Longword;
Width: LongInt;
s: shortstring;
Color: TSDL_Color;
end;
TChatCmd = (ccQuit, ccPause, ccFinish, ccShowHistory, ccFullScreen);
var Strs: array[0 .. MaxStrIndex] of TChatLine;
MStrs: array[0 .. MaxStrIndex] of shortstring;
LocalStrs: array[0 .. MaxStrIndex] of shortstring;
missedCount: LongWord;
lastStr: LongWord;
localLastStr: LongInt;
history: LongInt;
visibleCount: LongWord;
InputStr: TChatLine;
ChatReady: boolean;
showAll: boolean;
liveLua: boolean;
ChatHidden: boolean;
firstDraw: boolean;
InputLinePrefix: TChatLine;
// cursor
cursorPos, cursorX, selectedPos, selectionDx: LongInt;
LastKeyPressTick: LongWord;
const
colors: array[#0..#9] of TSDL_Color = (
(r:$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: '/finish'; ProcedureCallChatCmd: 'finish'),
(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,
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
strSurface:= TTF_RenderUTF8_Blended(Fontz[font].Handle, Str2PChar(str), cl.color);
//SDL_UpperBlit(strSurface, nil, resSurface, @dstrect);
if strSurface <> nil then copyToXY(strSurface, resSurface, Padding, Padding);
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 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;
begin
DeleteSelected();
l:= 0;
while event.text[l] <> #0 do
begin
s[l + 1]:= event.text[l];
inc(l)
end;
if l > 0 then
begin
if byte(InputStr.s[0]) + l > 240 then exit;
s[0]:= char(l);
InsertIntoInputStr(s);
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.