1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262
#![doc = include_str!("../README.md")]
#![warn(missing_docs)]
use fyrox_ui::{
border::BorderBuilder,
brush::Brush,
core::{color::Color, pool::Handle},
formatted_text::WrapMode,
message::{KeyCode, MessageDirection, UiMessage},
stack_panel::StackPanelBuilder,
text::{TextBuilder, TextMessage},
text_box::{TextBoxBuilder, TextCommitMode},
widget::{WidgetBuilder, WidgetMessage},
Orientation, UiNode, UserInterface, VerticalAlignment,
};
use cvars::SetGet;
use cvars_console::Console;
/// In-game console for the Fyrox game engine.
pub struct FyroxConsole {
is_open: bool,
first_open: bool,
was_mouse_grabbed: bool,
console: Console,
height: f32,
history: Handle<UiNode>,
prompt_text_box: Handle<UiNode>,
layout: Handle<UiNode>,
}
impl FyroxConsole {
/// Create a new console. Build its UI but keep it closed.
pub fn new(ui: &mut UserInterface) -> Self {
let history = TextBuilder::new(WidgetBuilder::new())
// Word wrap doesn't work if there's an extremely long word.
.with_wrap(WrapMode::Letter)
.build(&mut ui.build_ctx());
let prompt_arrow = TextBuilder::new(WidgetBuilder::new())
.with_text("> ")
.build(&mut ui.build_ctx());
let prompt_text_box = TextBoxBuilder::new(WidgetBuilder::new())
.with_text_commit_mode(TextCommitMode::Immediate)
.with_skip_chars(vec!['-', '_'])
.build(&mut ui.build_ctx());
let prompt_line = StackPanelBuilder::new(
WidgetBuilder::new().with_children([prompt_arrow, prompt_text_box]),
)
.with_orientation(Orientation::Horizontal)
.build(&mut ui.build_ctx());
// StackPanel doesn't support colored background so we wrap it in a Border.
let layout = BorderBuilder::new(
WidgetBuilder::new()
.with_visibility(false)
.with_background(Brush::Solid(Color::BLACK.with_new_alpha(220)))
.with_child(
StackPanelBuilder::new(
WidgetBuilder::new()
.with_vertical_alignment(VerticalAlignment::Bottom)
.with_children([history, prompt_line]),
)
.with_orientation(Orientation::Vertical)
.build(&mut ui.build_ctx()),
),
)
.build(&mut ui.build_ctx());
FyroxConsole {
is_open: false,
first_open: true,
was_mouse_grabbed: false,
console: Console::new(),
height: 0.0,
history,
prompt_text_box,
layout,
}
}
/// Call this when the window is resized.
pub fn resized(&mut self, ui: &mut UserInterface, width: f32, height: f32) {
ui.send_message(WidgetMessage::width(
self.layout,
MessageDirection::ToWidget,
width,
));
self.height = height / 2.0;
ui.send_message(WidgetMessage::height(
self.layout,
MessageDirection::ToWidget,
self.height,
));
// This actually goes beyond the screen but who cares.
// It, however, still won't let me put the cursor at the end by clicking after the text:
// https://github.com/FyroxEngine/Fyrox/issues/361
ui.send_message(WidgetMessage::width(
self.prompt_text_box,
MessageDirection::ToWidget,
width,
));
// The number of lines that can fit might have changed - reprint history.
self.update_ui_history(ui);
}
/// Call this for every Fyrox UI message. The console will only react to them if it's open.
///
/// # Example
/// ```rust,ignore
/// while let Some(msg) = engine.user_interface.poll_message() {
/// console.ui_message(&msg);
/// // ... Whatever else you do with UI messages ...
/// }
/// ```
pub fn ui_message(&mut self, ui: &mut UserInterface, cvars: &mut impl SetGet, msg: &UiMessage) {
if !self.is_open || msg.destination != self.prompt_text_box {
return;
}
// We could just listen for KeyboardInput and get the text from the prompt via
// ```
// let node = ui.node(self.prompt_text_box);
// let text = node.query_component::<TextBox>().unwrap().text();
// ```
// But this is the intended way to use the UI, even if it's more verbose.
// At least it should reduce issues with the prompt reacting to some keys
// but not others given KeyboardInput doesn't require focus.
//
// Note that it might still be better to read the text from the UI as the souce of truth
// because right now the console doesn't know about any text we set from code on init.
if let Some(TextMessage::Text(text)) = msg.data() {
self.console.prompt = text.to_owned();
}
match msg.data() {
Some(WidgetMessage::Unfocus) => {
// As long as the console is open, always keep the prompt focused
ui.send_message(WidgetMessage::focus(
self.prompt_text_box,
MessageDirection::ToWidget,
));
}
Some(WidgetMessage::KeyDown(KeyCode::Up)) => {
self.console.history_back();
self.update_ui_prompt(ui);
}
Some(WidgetMessage::KeyDown(KeyCode::Down)) => {
self.console.history_forward();
self.update_ui_prompt(ui);
}
Some(WidgetMessage::KeyDown(KeyCode::PageUp)) => {
self.console.history_scroll_up(10);
self.update_ui_history(ui);
}
Some(WidgetMessage::KeyDown(KeyCode::PageDown)) => {
self.console.history_scroll_down(10);
self.update_ui_history(ui);
}
Some(WidgetMessage::KeyDown(KeyCode::Return | KeyCode::NumpadEnter)) => {
self.console.enter(cvars);
self.update_ui_prompt(ui);
self.update_ui_history(ui);
}
_ => (),
}
}
fn update_ui_prompt(&mut self, ui: &mut UserInterface) {
ui.send_message(TextMessage::text(
self.prompt_text_box,
MessageDirection::ToWidget,
self.console.prompt.clone(),
));
}
fn update_ui_history(&mut self, ui: &mut UserInterface) {
// LATER There should be a cleaner way to measure lines
let line_height = 14;
// Leave 1 line room for the prompt
// LATER This is not exact for tiny windows but good enough for now.
let max_lines = (self.height as usize / line_height).saturating_sub(1);
let hi = self.console.history_view_end;
let lo = hi.saturating_sub(max_lines);
let mut hist = String::new();
for line in &self.console.history[lo..hi] {
if line.is_input {
hist.push_str("> ");
}
hist.push_str(&line.text);
hist.push('\n');
}
ui.send_message(TextMessage::text(
self.history,
MessageDirection::ToWidget,
hist,
));
}
/// Returns true if the console is currently open.
pub fn is_open(&self) -> bool {
self.is_open
}
/// Open the console.
///
/// If your game grabs the mouse, you can save the previous state here
/// and get it back when closing.
pub fn open(&mut self, ui: &mut UserInterface, was_mouse_grabbed: bool) {
self.is_open = true;
self.was_mouse_grabbed = was_mouse_grabbed;
ui.send_message(WidgetMessage::visibility(
self.layout,
MessageDirection::ToWidget,
true,
));
ui.send_message(WidgetMessage::focus(
self.prompt_text_box,
MessageDirection::ToWidget,
));
if self.first_open {
// Currently it's not necessary to track the first opening,
// the history will be empty so we could just print it when creating the console.
// Eventually though, all stdout will be printed in the console
// so if the message was at the top, nobody would see it.
self.first_open = false;
self.console.print("Type 'help' or '?' for basic info");
self.update_ui_history(ui);
}
}
/// Close the console. Returns whether the mouse was grabbed before opening the console.
///
/// It's `#[must_use]` so you don't accidentally forget to restore it.
/// You can safely ignore it if you don't grab the mouse.
#[must_use]
pub fn close(&mut self, ui: &mut UserInterface) -> bool {
ui.send_message(WidgetMessage::visibility(
self.layout,
MessageDirection::ToWidget,
false,
));
ui.send_message(WidgetMessage::unfocus(
self.prompt_text_box,
MessageDirection::ToWidget,
));
self.is_open = false;
self.was_mouse_grabbed
}
}