mark up sprites for uStore loading. critical is for ones needed for proper gameplay, checksum is for ones where the game will desync if they don't match. will add checksumming next...
(*
* 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.