1296 lines
32 KiB
Ucode
1296 lines
32 KiB
Ucode
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//=============================================================================
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// Console - A quick little command line console that accepts most commands.
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// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class Console extends Interaction
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within GameViewportClient
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transient
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config(Input)
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native(UserInterface);
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// Constants.
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const MaxHistory=16; // # of command history to remember.
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/** The player which the next console command should be executed in the context of. If NULL, execute in the viewport. */
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var LocalPlayer ConsoleTargetPlayer;
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var Texture2D DefaultTexture_Black;
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var Texture2D DefaultTexture_White;
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/** The key which opens the console. */
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var globalconfig name ConsoleKey;
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/** The key which opens the typing bar. */
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var globalconfig name TypeKey;
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/** Visible Console stuff */
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var globalconfig int MaxScrollbackSize;
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/** Holds the scrollback buffer */
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var array<string> Scrollback;
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/** Where in the scrollback buffer are we */
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var int SBHead, SBPos;
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/** index into the History array for the latest command that was entered */
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var config int HistoryTop;
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/** index into the History array for the earliest command that was entered */
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var config int HistoryBot;
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/** the index of the current position in the History array */
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var config int HistoryCur;
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/** tracks previously entered console commands */
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var config string History[MaxHistory];
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/** tracks whether the user is using arrows keys to navigate the history, so that auto-complete doesn't override */
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var transient bool bNavigatingHistory;
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/** The command the user is currently typing. */
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var string TypedStr;
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var int TypedStrPos; //Current position in TypedStr
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/**
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* Indicates that InputChar events should be captured to prevent them from being passed on to other interactions. Reset
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* when the another keydown event is received.
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*/
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var transient bool bCaptureKeyInput;
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/** True while a control key is pressed. */
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var bool bCtrl;
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var config bool bEnableUI;
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struct native AutoCompleteCommand
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{
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var string Command;
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var string Desc;
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};
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/** Manual list of auto-complete commands and info specified in BaseInput.ini */
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var config array<AutoCompleteCommand> ManualAutoCompleteList;
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/** Full list of auto-complete commands and info */
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var transient array<AutoCompleteCommand> AutoCompleteList;
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/** Is the current auto-complete selection locked */
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var transient bool bAutoCompleteLocked;
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/** Currently selected auto complete index */
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var transient int AutoCompleteIndex;
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/** Should the user be required to hold ctrl to use the up/down arrows when navigating auto-complete */
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var config bool bRequireCtrlToNavigateAutoComplete;
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/** Do we need to rebuild auto complete? */
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var transient bool bIsRuntimeAutoCompleteUpToDate;
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/** Node for storing an auto-complete tree based on each char in the command */
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struct native AutoCompleteNode
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{
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/** Char for node in the tree */
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var int IndexChar;
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/** Indicies into AutoCompleteList for commands that match to this level */
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var init array<int> AutoCompleteListIndices;
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/** Children for further matching */
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var init array<pointer> ChildNodes{FAutoCompleteNode};
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structcpptext
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{
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FAutoCompleteNode()
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{
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IndexChar = INDEX_NONE;
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}
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FAutoCompleteNode(INT NewChar)
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{
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IndexChar = NewChar;
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}
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~FAutoCompleteNode()
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{
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for (INT Idx = 0; Idx < ChildNodes.Num(); Idx++)
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{
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FAutoCompleteNode *Node = ChildNodes(Idx);
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delete Node;
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}
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ChildNodes.Empty();
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}
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}
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};
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var native transient AutoCompleteNode AutoCompleteTree;
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/** Current list of matching commands for auto-complete, @see UpdateCompleteIndices() */
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var transient array<int> AutoCompleteIndices;
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/**
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* Called when the Console is added to the GameViewportClient's Interactions array.
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*/
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function Initialized()
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{
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Super.Initialized();
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}
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function SetInputText( string Text )
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{
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TypedStr = Text;
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}
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function SetCursorPos( int Position )
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{
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TypedStrPos = Position;
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}
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/**
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* Searches console command history and removes any entries matching the specified command.
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* @param Command - The command to search for and purge from the history.
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*/
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function PurgeCommandFromHistory(string Command)
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{
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local int HistoryIdx, Idx, NextIdx;
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if ( (HistoryTop >= 0) && (HistoryTop < MaxHistory) )
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{
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for (HistoryIdx=0; HistoryIdx<MaxHistory; ++HistoryIdx)
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{
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if (History[HistoryIdx] ~= Command)
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{
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// from here to the top idx, shift everything back one
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Idx = HistoryIdx;
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NextIdx = (HistoryIdx + 1) % MaxHistory;
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while (Idx != HistoryTop)
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{
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History[Idx] = History[NextIdx];
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Idx = NextIdx;
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NextIdx = (NextIdx + 1) % MaxHistory;
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}
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// top index backs up one as well
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HistoryTop = (HistoryTop == 0) ? (MaxHistory - 1) : (HistoryTop - 1);
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}
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}
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}
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}
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/**
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* Executes a console command.
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* @param Command - The command to execute.
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*/
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function ConsoleCommand(string Command)
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{
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// Store the command in the console history.
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if ((HistoryTop == 0) ? !(History[MaxHistory - 1] ~= Command) : !(History[HistoryTop - 1] ~= Command))
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{
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// ensure uniqueness
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PurgeCommandFromHistory(Command);
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History[HistoryTop] = Command;
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HistoryTop = (HistoryTop+1) % MaxHistory;
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if ( ( HistoryBot == -1) || ( HistoryBot == HistoryTop ) )
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HistoryBot = (HistoryBot+1) % MaxHistory;
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}
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HistoryCur = HistoryTop;
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// Save the command history to the INI.
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SaveConfig();
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OutputText("\n>>>" @ Command @ "<<<");
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if(ConsoleTargetPlayer != None)
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{
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// If there is a console target player, execute the command in the player's context.
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ConsoleTargetPlayer.Actor.ConsoleCommand(Command);
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}
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else if(GamePlayers.Length > 0 && GamePlayers[0].Actor != None)
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{
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// If there are any players, execute the command in the first players context.
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GamePlayers[0].Actor.ConsoleCommand(Command);
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}
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else
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{
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// Otherwise, execute the command in the context of the viewport.
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Outer.ConsoleCommand(Command);
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}
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}
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/**
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* Clears the console output buffer.
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*/
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function ClearOutput()
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{
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SBHead = 0;
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ScrollBack.Remove(0,ScrollBack.Length);
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}
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/**
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* Prints a single line of text to the console.
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* @param Text - A line of text to display on the console.
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*/
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function OutputTextLine(coerce string Text)
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{
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// If we are full, delete the first line
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if (ScrollBack.Length > MaxScrollbackSize)
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{
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ScrollBack.Remove(0,1);
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SBHead = MaxScrollBackSize-1;
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}
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else
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SBHead++;
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// Add the line
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ScrollBack.Length = ScrollBack.Length+1;
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ScrollBack[SBHead] = Text;
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}
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/**
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* Prints a (potentially multi-line) string of text to the console.
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* The text is split into separate lines and passed to OutputTextLine.
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* @param Text - Text to display on the console.
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*/
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event OutputText(coerce string Text)
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{
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local string RemainingText;
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local int StringLength;
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local int LineLength;
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RemainingText = Text;
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StringLength = Len(Text);
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while(StringLength > 0)
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{
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// Find the number of characters in the next line of text.
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LineLength = InStr(RemainingText,"\n");
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if(LineLength == -1)
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{
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// There aren't any more newlines in the string, assume there's a newline at the end of the string.
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LineLength = StringLength;
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}
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// Output the line to the console.
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OutputTextLine(Left(RemainingText,LineLength));
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// Remove the line from the string.
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RemainingText = Mid(RemainingText,LineLength + 1);
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StringLength -= LineLength + 1;
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};
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}
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/**
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* Opens the typing bar with text already entered.
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* @param Text - The text to enter in the typing bar.
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*/
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function StartTyping(coerce string Text)
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{
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GotoState('Typing');
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SetInputText(Text);
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SetCursorPos(Len(Text));
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}
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function PostRender_Console(Canvas Canvas);
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/**
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* Process an input key event routed through unrealscript from another object. This method is assigned as the value for the
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* OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
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*
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* @param ControllerId the controller that generated this input key event
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* @param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.)
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* @param EventType the type of event which occured (pressed, released, etc.)
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* @param AmountDepressed for analog keys, the depression percent.
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*
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* @return true to consume the key event, false to pass it on.
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*/
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function bool InputKey( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE )
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{
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local PlayerController PC;
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if ( Event == IE_Pressed )
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{
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bCaptureKeyInput = false;
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`if(`__TW_)
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if(Key == 'F10')
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{
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foreach class'Engine'.static.GetCurrentWorldInfo().LocalPlayerControllers(class'PlayerController', PC)
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{
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PC.ForceDisconnect();
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}
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}
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`endif
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if ( Key == ConsoleKey )
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{
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GotoState('Open');
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bCaptureKeyInput = true;
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return true;
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}
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else if ( Key == TypeKey )
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{
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GotoState('Typing');
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bCaptureKeyInput = true;
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return true;
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}
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}
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return bCaptureKeyInput;
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}
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`if(`__TW_)
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function AttempDisconnect()
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{
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}
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`endif
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/**
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* Process a character input event (typing) routed through unrealscript from another object. This method is assigned as the value for the
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* OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
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*
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* @param ControllerId the controller that generated this character input event
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* @param Unicode the character that was typed
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*
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* @return True to consume the character, false to pass it on.
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*/
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function bool InputChar( int ControllerId, string Unicode )
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{
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return bCaptureKeyInput;
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}
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/**
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* Clears out all pressed keys from the player's input object.
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*/
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function FlushPlayerInput()
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{
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local PlayerController PC;
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if(ConsoleTargetPlayer != None)
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{
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PC = ConsoleTargetPlayer.Actor;
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}
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else if(GamePlayers.Length > 0 && GamePlayers[0].Actor != None)
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{
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// If there are any players, execute the command in the first players context.
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PC = GamePlayers[0].Actor;
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}
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if ( PC != None && PC.PlayerInput != None )
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{
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PC.PlayerInput.ResetInput();
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}
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}
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/** looks for Control key presses and the copy/paste combination that apply to both the console bar and the full open console */
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function bool ProcessControlKey(name Key, EInputEvent Event)
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{
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if (Key == 'LeftControl' || Key == 'RightControl')
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{
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if (Event == IE_Released)
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{
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bCtrl = false;
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}
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else if (Event == IE_Pressed)
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{
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bCtrl = true;
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}
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return true;
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}
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else if (bCtrl && Event == IE_Pressed && GamePlayers.length > 0 && GamePlayers[0].Actor != None)
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{
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if (Key == 'v')
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{
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// paste
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AppendInputText(GamePlayers[0].Actor.PasteFromClipboard());
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return true;
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}
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else if (Key == 'c')
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{
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// copy
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GamePlayers[0].Actor.CopyToClipboard(TypedStr);
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return true;
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}
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else if (Key == 'x')
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{
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// cut
|
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if (TypedStr != "")
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{
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GamePlayers[0].Actor.CopyToClipboard(TypedStr);
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SetInputText("");
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SetCursorPos(0);
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}
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return true;
|
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}
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}
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return false;
|
||
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}
|
||
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||
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/** appends the specified text to the string of typed text */
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||
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function AppendInputText(string Text)
|
||
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{
|
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local int Character;
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||
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while (Len(Text) > 0)
|
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{
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Character = Asc(Left(Text, 1));
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Text = Mid(Text, 1);
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||
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if (Character >= 0x20 && Character < 0x100)
|
||
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{
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||
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SetInputText(Left(TypedStr, TypedStrPos) $ Chr(Character) $ Right(TypedStr, Len(TypedStr) - TypedStrPos));
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SetCursorPos(TypedStrPos + 1);
|
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|
}
|
||
|
};
|
||
|
UpdateCompleteIndices();
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|
}
|
||
|
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||
|
final native function BuildRuntimeAutoCompleteList(optional bool bForce);
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||
|
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||
|
native function UpdateCompleteIndices();
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||
|
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||
|
/**
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|
* This state is used when the typing bar is open.
|
||
|
*/
|
||
|
state Typing
|
||
|
{
|
||
|
/**
|
||
|
* Process a character input event (typing) routed through unrealscript from another object. This method is assigned as the value for the
|
||
|
* OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
|
||
|
*
|
||
|
* @param ControllerId the controller that generated this character input event
|
||
|
* @param Unicode the character that was typed
|
||
|
*
|
||
|
* @return True to consume the character, false to pass it on.
|
||
|
*/
|
||
|
function bool InputChar( int ControllerId, string Unicode )
|
||
|
{
|
||
|
if ( bCaptureKeyInput )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
AppendInputText(Unicode);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Process an input key event routed through unrealscript from another object. This method is assigned as the value for the
|
||
|
* OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
|
||
|
*
|
||
|
* @param ControllerId the controller that generated this input key event
|
||
|
* @param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.)
|
||
|
* @param EventType the type of event which occured (pressed, released, etc.)
|
||
|
* @param AmountDepressed for analog keys, the depression percent.
|
||
|
*
|
||
|
* @return true to consume the key event, false to pass it on.
|
||
|
*/
|
||
|
function bool InputKey( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE )
|
||
|
{
|
||
|
local string Temp;
|
||
|
local int NewPos, SpacePos, PeriodPos;
|
||
|
|
||
|
//`log(`location@`showvar(Key));
|
||
|
|
||
|
if ( Event == IE_Pressed )
|
||
|
{
|
||
|
bCaptureKeyInput = false;
|
||
|
}
|
||
|
|
||
|
if (ProcessControlKey(Key, Event))
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if( bGamepad )
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
else if( Key == 'Escape' && Event == IE_Released )
|
||
|
{
|
||
|
if( TypedStr!="" )
|
||
|
{
|
||
|
SetInputText("");
|
||
|
SetCursorPos(0);
|
||
|
HistoryCur = HistoryTop;
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GotoState( '' );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else if ( Key==ConsoleKey && Event == IE_Pressed )
|
||
|
{
|
||
|
GotoState('Open');
|
||
|
bCaptureKeyInput = true;
|
||
|
return true;
|
||
|
}
|
||
|
else if(Key == TypeKey && Event == IE_Pressed)
|
||
|
{
|
||
|
if (AutoCompleteIndices.Length > 0 && !bAutoCompleteLocked)
|
||
|
{
|
||
|
TypedStr = AutoCompleteList[AutoCompleteIndices[AutoCompleteIndex]].Command;
|
||
|
SetCursorPos(Len(TypedStr));
|
||
|
bAutoCompleteLocked = TRUE;
|
||
|
`if(`__TW_)
|
||
|
// Prevent TypeKey from appending onto auto complete
|
||
|
bCaptureKeyInput = true;
|
||
|
`endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GotoState('');
|
||
|
bCaptureKeyInput = true;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else if( Key=='Enter' && Event == IE_Released )
|
||
|
{
|
||
|
if( TypedStr!="" )
|
||
|
{
|
||
|
// Make a local copy of the string.
|
||
|
Temp=TypedStr;
|
||
|
|
||
|
SetInputText("");
|
||
|
SetCursorPos(0);
|
||
|
|
||
|
ConsoleCommand(Temp);
|
||
|
|
||
|
//OutputText( Localize("Errors","Exec","Core") );
|
||
|
|
||
|
OutputText( "" );
|
||
|
GotoState('');
|
||
|
|
||
|
UpdateCompleteIndices();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GotoState('');
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else if( Global.InputKey( ControllerId, Key, Event, AmountDepressed, bGamepad ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if( Event != IE_Pressed && Event != IE_Repeat )
|
||
|
{
|
||
|
if( !bGamepad )
|
||
|
{
|
||
|
return Key != 'LeftMouseButton'
|
||
|
&& Key != 'MiddleMouseButton'
|
||
|
&& Key != 'RightMouseButton';
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
else if( Key=='up' )
|
||
|
{
|
||
|
if (!bNavigatingHistory && ((bRequireCtrlToNavigateAutoComplete && bCtrl) || (!bRequireCtrlToNavigateAutoComplete && !bCtrl && AutoCompleteIndices.Length > 1)))
|
||
|
{
|
||
|
if (++AutoCompleteIndex == AutoCompleteIndices.Length)
|
||
|
{
|
||
|
AutoCompleteIndex = 0;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
if ( HistoryBot >= 0 )
|
||
|
{
|
||
|
if (HistoryCur == HistoryBot)
|
||
|
HistoryCur = HistoryTop;
|
||
|
else
|
||
|
{
|
||
|
HistoryCur--;
|
||
|
if (HistoryCur<0)
|
||
|
HistoryCur = MaxHistory-1;
|
||
|
}
|
||
|
|
||
|
SetInputText(History[HistoryCur]);
|
||
|
SetCursorPos(Len(History[HistoryCur]));
|
||
|
UpdateCompleteIndices();
|
||
|
bNavigatingHistory = TRUE;
|
||
|
}
|
||
|
return True;
|
||
|
}
|
||
|
else if( Key=='down' )
|
||
|
{
|
||
|
if (!bNavigatingHistory && ((bRequireCtrlToNavigateAutoComplete && bCtrl) || (!bRequireCtrlToNavigateAutoComplete && !bCtrl && AutoCompleteIndices.Length > 1)))
|
||
|
{
|
||
|
if (--AutoCompleteIndex < 0)
|
||
|
{
|
||
|
AutoCompleteIndex = AutoCompleteIndices.Length - 1;
|
||
|
}
|
||
|
bAutoCompleteLocked = FALSE;
|
||
|
}
|
||
|
else
|
||
|
if ( HistoryBot >= 0 )
|
||
|
{
|
||
|
if (HistoryCur == HistoryTop)
|
||
|
HistoryCur = HistoryBot;
|
||
|
else
|
||
|
HistoryCur = (HistoryCur+1) % MaxHistory;
|
||
|
|
||
|
SetInputText(History[HistoryCur]);
|
||
|
SetCursorPos(Len(History[HistoryCur]));
|
||
|
UpdateCompleteIndices();
|
||
|
bNavigatingHistory = TRUE;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else if( Key=='backspace' )
|
||
|
{
|
||
|
if( TypedStrPos>0 )
|
||
|
{
|
||
|
SetInputText(Left(TypedStr,TypedStrPos-1) $ Right(TypedStr, Len(TypedStr) - TypedStrPos));
|
||
|
SetCursorPos(TypedStrPos-1);
|
||
|
// unlock auto-complete (@todo - track the lock position so we don't bother unlocking under bogus cases)
|
||
|
bAutoCompleteLocked = FALSE;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else if ( Key=='delete' )
|
||
|
{
|
||
|
if ( TypedStrPos < Len(TypedStr) )
|
||
|
{
|
||
|
SetInputText(Left(TypedStr,TypedStrPos) $ Right(TypedStr, Len(TypedStr) - TypedStrPos - 1));
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else if ( Key=='left' )
|
||
|
{
|
||
|
if (bCtrl)
|
||
|
{
|
||
|
// find the nearest '.' or ' '
|
||
|
NewPos = Max(InStr(TypedStr,".",TRUE,FALSE,TypedStrPos),InStr(TypedStr," ",TRUE,FALSE,TypedStrPos));
|
||
|
SetCursorPos(Max(0,NewPos));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetCursorPos(Max(0, TypedStrPos - 1));
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else if ( Key=='right' )
|
||
|
{
|
||
|
if (bCtrl)
|
||
|
{
|
||
|
// find the nearest '.' or ' '
|
||
|
SpacePos = InStr(TypedStr," ",FALSE,FALSE,TypedStrPos+1);
|
||
|
PeriodPos = InStr(TypedStr,".",FALSE,FALSE,TypedStrPos+1);
|
||
|
// pick the closest valid index
|
||
|
NewPos = SpacePos < 0 ? PeriodPos : (PeriodPos < 0 ? SpacePos : Min(SpacePos,PeriodPos));
|
||
|
// jump to end if nothing in between
|
||
|
if (NewPos == INDEX_NONE)
|
||
|
{
|
||
|
NewPos = Len(TypedStr);
|
||
|
}
|
||
|
SetCursorPos(Min(Len(TypedStr),Max(TypedStrPos,NewPos)));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetCursorPos(Min(Len(TypedStr), TypedStrPos + 1));
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else if ( Key=='home' )
|
||
|
{
|
||
|
SetCursorPos(0);
|
||
|
return true;
|
||
|
}
|
||
|
else if ( Key=='end' )
|
||
|
{
|
||
|
SetCursorPos(Len(TypedStr));
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
event PostRender_Console(Canvas Canvas)
|
||
|
{
|
||
|
local float y, xl, yl, info_xl, info_yl, ClipX, ClipY, LeftPos;
|
||
|
local string OutStr;
|
||
|
local int MatchIdx, Idx, StartIdx;
|
||
|
|
||
|
Global.PostRender_Console(Canvas);
|
||
|
|
||
|
// Blank out a space
|
||
|
|
||
|
// use the smallest font
|
||
|
Canvas.Font = class'Engine'.Static.GetSmallFont();
|
||
|
// determine the position for the cursor
|
||
|
OutStr = "(>"@TypedStr;
|
||
|
Canvas.Strlen(OutStr,xl,yl);
|
||
|
|
||
|
ClipX = Canvas.ClipX;
|
||
|
ClipY = Canvas.ClipY;
|
||
|
LeftPos = 0;
|
||
|
|
||
|
if (Class'WorldInfo'.Static.IsConsoleBuild())
|
||
|
{
|
||
|
ClipX -= 32;
|
||
|
ClipY -= 32;
|
||
|
LeftPos = 32;
|
||
|
}
|
||
|
|
||
|
// start at the bottom of the screen, then come up 6 pixels more than the height of the font
|
||
|
Canvas.SetPos(LeftPos,ClipY-6-yl);
|
||
|
// draw the background texture
|
||
|
Canvas.DrawTile( DefaultTexture_Black, ClipX, yl+6,0,0,32,32);
|
||
|
|
||
|
Canvas.SetPos(LeftPos,ClipY-6-yl);
|
||
|
|
||
|
// change the draw color to green
|
||
|
Canvas.SetDrawColor(0,255,0);
|
||
|
|
||
|
// draw the top border of the typing region
|
||
|
Canvas.DrawTile( DefaultTexture_White, ClipX, 2,0,0,32,32);
|
||
|
|
||
|
// center the text between the bottom of the screen and the bottom of the border line
|
||
|
Canvas.SetPos(LeftPos,ClipY-3-yl);
|
||
|
Canvas.bCenter = False;
|
||
|
Canvas.DrawText( OutStr, false );
|
||
|
|
||
|
// draw the remaining text for matching auto-complete
|
||
|
if (AutoCompleteIndices.Length > 0)
|
||
|
{
|
||
|
Idx = AutoCompleteIndices[AutoCompleteIndex];
|
||
|
//Canvas.StrLen(OutStr,xl,yl);
|
||
|
Canvas.SetPos(LeftPos+xl,ClipY-3-yl);
|
||
|
Canvas.SetDrawColor(87,148,87);
|
||
|
Canvas.DrawText(Right(AutoCompleteList[Idx].Command,Len(AutoCompleteList[Idx].Command) - Len(TypedStr)),FALSE);
|
||
|
Canvas.StrLen("(>",xl,yl);
|
||
|
|
||
|
StartIdx = AutoCompleteIndex - 5;
|
||
|
if (StartIdx < 0)
|
||
|
{
|
||
|
StartIdx = Max(0,AutoCompleteIndices.Length + StartIdx);
|
||
|
}
|
||
|
Idx = StartIdx;
|
||
|
y = ClipY - 6 - (yl * 2);
|
||
|
for (MatchIdx = 0; MatchIdx < 10; MatchIdx++)
|
||
|
{
|
||
|
OutStr = AutoCompleteList[AutoCompleteIndices[Idx]].Desc;
|
||
|
Canvas.StrLen(OutStr, info_xl, info_yl);
|
||
|
y -= info_yl - yl;
|
||
|
Canvas.SetPos(LeftPos + xl, y);
|
||
|
Canvas.SetDrawColor(0, 0, 0);
|
||
|
Canvas.DrawTile(DefaultTexture_White, info_xl, info_yl, 0, 0, 32, 32);
|
||
|
Canvas.SetPos(LeftPos + xl, y);
|
||
|
if (Idx == AutoCompleteIndex)
|
||
|
{
|
||
|
Canvas.SetDrawColor(0,255,0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Canvas.SetDrawColor(0,150,0);
|
||
|
}
|
||
|
Canvas.DrawText(OutStr,false);
|
||
|
if (++Idx >= AutoCompleteIndices.Length)
|
||
|
{
|
||
|
Idx = 0;
|
||
|
}
|
||
|
y -= yl;
|
||
|
// break out if we loop on lists < 10
|
||
|
if (Idx == StartIdx)
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if (AutoCompleteIndices.Length >= 10)
|
||
|
{
|
||
|
OutStr = "[" $ (AutoCompleteIndices.Length - 10 + 1) @ "more matches]";
|
||
|
Canvas.StrLen(OutStr, info_xl, info_yl);
|
||
|
Canvas.SetPos(LeftPos + xl, y);
|
||
|
Canvas.SetDrawColor(0, 0, 0);
|
||
|
Canvas.DrawTile(DefaultTexture_White, info_xl, info_yl, 0, 0, 32, 32);
|
||
|
Canvas.SetPos(LeftPos + xl, y);
|
||
|
Canvas.SetDrawColor(0, 255, 0);
|
||
|
Canvas.DrawText(OutStr, false);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// determine the cursor position
|
||
|
OutStr = "(>"@Left(TypedStr,TypedStrPos);
|
||
|
Canvas.StrLen(OutStr,xl,yl);
|
||
|
|
||
|
// move the pen to that position
|
||
|
Canvas.SetPos(LeftPos + xl,ClipY-1-yl);
|
||
|
|
||
|
// draw the cursor
|
||
|
Canvas.DrawText("_");
|
||
|
}
|
||
|
|
||
|
event BeginState(Name PreviousStateName)
|
||
|
{
|
||
|
if ( PreviousStateName == '' )
|
||
|
{
|
||
|
FlushPlayerInput();
|
||
|
}
|
||
|
bCaptureKeyInput = true;
|
||
|
HistoryCur = HistoryTop;
|
||
|
}
|
||
|
|
||
|
event EndState( Name NextStateName )
|
||
|
{
|
||
|
bAutoCompleteLocked = FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This state is used when the console is open.
|
||
|
*/
|
||
|
state Open
|
||
|
{
|
||
|
function bool InputChar( int ControllerId, string Unicode )
|
||
|
{
|
||
|
if ( bCaptureKeyInput )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
AppendInputText(Unicode);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//@HSL_BEGIN_XBOX
|
||
|
function KeyboardInputComplete(bool bWasSuccessful)
|
||
|
{
|
||
|
local string Temp;
|
||
|
local byte bWasCancelled;
|
||
|
local OnlineSubsystem OnlineSub;
|
||
|
|
||
|
OnlineSub = Class'GameEngine'.static.GetOnlineSubsystem();
|
||
|
TypedStr = OnlineSub.PlayerInterface.GetKeyboardInputResults(bWasCancelled);
|
||
|
|
||
|
if( TypedStr!="" )
|
||
|
{
|
||
|
// Make a local copy of the string.
|
||
|
Temp=TypedStr;
|
||
|
SetInputText("");
|
||
|
SetCursorPos(0);
|
||
|
|
||
|
if (Temp~="cls")
|
||
|
{
|
||
|
ClearOutput();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ConsoleCommand(Temp);
|
||
|
}
|
||
|
|
||
|
UpdateCompleteIndices();
|
||
|
}
|
||
|
|
||
|
GotoState('');
|
||
|
}
|
||
|
//@HSL_END_XBOX
|
||
|
|
||
|
/**
|
||
|
* Process an input key event routed through unrealscript from another object. This method is assigned as the value for the
|
||
|
* OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
|
||
|
*
|
||
|
* @param ControllerId the controller that generated this input key event
|
||
|
* @param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.)
|
||
|
* @param EventType the type of event which occured (pressed, released, etc.)
|
||
|
* @param AmountDepressed for analog keys, the depression percent.
|
||
|
*
|
||
|
* @return true to consume the key event, false to pass it on.
|
||
|
*/
|
||
|
function bool InputKey( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE )
|
||
|
{
|
||
|
local string Temp;
|
||
|
|
||
|
if (Event == IE_Pressed)
|
||
|
{
|
||
|
bCaptureKeyInput=false;
|
||
|
}
|
||
|
|
||
|
if (ProcessControlKey(Key, Event))
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if( bGamepad )
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
else if( Key == 'Escape' && Event == IE_Released )
|
||
|
{
|
||
|
if( TypedStr!="" )
|
||
|
{
|
||
|
SetInputText("");
|
||
|
SetCursorPos(0);
|
||
|
HistoryCur = HistoryTop;
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GotoState( '' );
|
||
|
}
|
||
|
}
|
||
|
else if( Key==ConsoleKey && Event == IE_Pressed )
|
||
|
{
|
||
|
GotoState('');
|
||
|
bCaptureKeyInput = true;
|
||
|
return true;
|
||
|
}
|
||
|
else if(Key == TypeKey && Event == IE_Pressed)
|
||
|
{
|
||
|
if (AutoCompleteIndices.Length > 0 && !bAutoCompleteLocked)
|
||
|
{
|
||
|
TypedStr = AutoCompleteList[AutoCompleteIndices[0]].Command;
|
||
|
SetCursorPos(Len(TypedStr));
|
||
|
bAutoCompleteLocked = TRUE;
|
||
|
`if(`__TW_)
|
||
|
// Prevent TypeKey from appending onto auto complete
|
||
|
bCaptureKeyInput = true;
|
||
|
`endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GotoState('');
|
||
|
bCaptureKeyInput = true;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else if( Key=='Enter' && Event == IE_Released )
|
||
|
{
|
||
|
if( TypedStr!="" )
|
||
|
{
|
||
|
// Make a local copy of the string.
|
||
|
Temp=TypedStr;
|
||
|
SetInputText("");
|
||
|
SetCursorPos(0);
|
||
|
|
||
|
if (Temp~="cls")
|
||
|
{
|
||
|
ClearOutput();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ConsoleCommand(Temp);
|
||
|
}
|
||
|
|
||
|
UpdateCompleteIndices();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else if( Global.InputKey( ControllerId, Key, Event, AmountDepressed, bGamepad ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if( Event != IE_Pressed && Event != IE_Repeat )
|
||
|
{
|
||
|
if( !bGamepad )
|
||
|
{
|
||
|
return Key != 'LeftMouseButton'
|
||
|
&& Key != 'MiddleMouseButton'
|
||
|
&& Key != 'RightMouseButton';
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
else if( Key=='up' )
|
||
|
{
|
||
|
|
||
|
if (!bCtrl)
|
||
|
{
|
||
|
|
||
|
if ( HistoryBot >= 0 )
|
||
|
{
|
||
|
if (HistoryCur == HistoryBot)
|
||
|
HistoryCur = HistoryTop;
|
||
|
else
|
||
|
{
|
||
|
HistoryCur--;
|
||
|
if (HistoryCur<0)
|
||
|
HistoryCur = MaxHistory-1;
|
||
|
}
|
||
|
|
||
|
SetInputText(History[HistoryCur]);
|
||
|
SetCursorPos(Len(History[HistoryCur]));
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (SBPos<ScrollBack.Length-1)
|
||
|
{
|
||
|
SBPos++;
|
||
|
|
||
|
if (SBPos>=ScrollBack.Length)
|
||
|
SBPos = ScrollBack.Length-1;
|
||
|
}
|
||
|
}
|
||
|
return True;
|
||
|
}
|
||
|
else if( Key=='down' )
|
||
|
{
|
||
|
if (!bCtrl)
|
||
|
{
|
||
|
if ( HistoryBot >= 0 )
|
||
|
{
|
||
|
if (HistoryCur == HistoryTop)
|
||
|
HistoryCur = HistoryBot;
|
||
|
else
|
||
|
HistoryCur = (HistoryCur+1) % MaxHistory;
|
||
|
|
||
|
SetInputText(History[HistoryCur]);
|
||
|
SetCursorPos(Len(History[HistoryCur]));
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (SBPos>0)
|
||
|
{
|
||
|
SBPos--;
|
||
|
if (SBPos<0)
|
||
|
SBPos = 0;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else if( Key=='backspace' )
|
||
|
{
|
||
|
if( TypedStrPos>0 )
|
||
|
{
|
||
|
SetInputText(Left(TypedStr,TypedStrPos-1) $ Right(TypedStr, Len(TypedStr) - TypedStrPos));
|
||
|
SetCursorPos(TypedStrPos-1);
|
||
|
// unlock auto-complete (@todo - track the lock position so we don't bother unlocking under bogus cases)
|
||
|
bAutoCompleteLocked = FALSE;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else if ( Key=='delete' )
|
||
|
{
|
||
|
if ( TypedStrPos < Len(TypedStr) )
|
||
|
{
|
||
|
SetInputText(Left(TypedStr,TypedStrPos) $ Right(TypedStr, Len(TypedStr) - TypedStrPos - 1));
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else if ( Key=='left' )
|
||
|
{
|
||
|
SetCursorPos(Max(0, TypedStrPos - 1));
|
||
|
return true;
|
||
|
}
|
||
|
else if ( Key=='right' )
|
||
|
{
|
||
|
SetCursorPos(Min(Len(TypedStr), TypedStrPos + 1));
|
||
|
return true;
|
||
|
}
|
||
|
else if (bCtrl && Key=='home')
|
||
|
{
|
||
|
SBPos=0;
|
||
|
}
|
||
|
else if ( Key=='home' )
|
||
|
{
|
||
|
SetCursorPos(0);
|
||
|
return true;
|
||
|
}
|
||
|
else if (bCtrl && Key=='end')
|
||
|
{
|
||
|
SBPos = ScrollBack.Length-1;
|
||
|
}
|
||
|
else if ( Key=='end' )
|
||
|
{
|
||
|
SetCursorPos(Len(TypedStr));
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
else if ( Key=='pageup' || Key=='mousescrollup')
|
||
|
{
|
||
|
if (SBPos<ScrollBack.Length-1)
|
||
|
{
|
||
|
if (bCtrl)
|
||
|
SBPos+=5;
|
||
|
else
|
||
|
SBPos++;
|
||
|
|
||
|
if (SBPos>=ScrollBack.Length)
|
||
|
SBPos = ScrollBack.Length-1;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else if ( Key=='pagedown' || Key=='mousescrolldown')
|
||
|
{
|
||
|
if (SBPos>0)
|
||
|
{
|
||
|
if (bCtrl)
|
||
|
SBPos-=5;
|
||
|
else
|
||
|
SBPos--;
|
||
|
|
||
|
if (SBPos<0)
|
||
|
SBPos = 0;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
event PostRender_Console(Canvas Canvas)
|
||
|
{
|
||
|
|
||
|
local float Height;
|
||
|
local float xl, yl, y, ScrollLineXL, ScrollLineYL, info_xl, info_yl;
|
||
|
local string OutStr;
|
||
|
local int idx, MatchIdx;
|
||
|
|
||
|
// render the buffer
|
||
|
|
||
|
// Blank out a space
|
||
|
Canvas.Font = class'Engine'.Static.GetSmallFont();
|
||
|
|
||
|
// the height of the buffer will be 75% of the height of the screen
|
||
|
Height = Canvas.ClipY * 0.75;
|
||
|
|
||
|
// change the draw color to white
|
||
|
Canvas.SetDrawColor(255,255,255,255);
|
||
|
|
||
|
// move the pen to the top-left pixel
|
||
|
Canvas.SetPos(0,0);
|
||
|
|
||
|
// draw the black background tile
|
||
|
Canvas.DrawTile( DefaultTexture_Black, Canvas.ClipX, Height,0,0,32,32);
|
||
|
|
||
|
// now render the typing region
|
||
|
OutStr = "(>"@TypedStr;
|
||
|
|
||
|
// determine the height of the text
|
||
|
Canvas.Strlen(OutStr,xl,yl);
|
||
|
|
||
|
// move the pen up + 12 pixels of buffer (for the green borders and some space)
|
||
|
Canvas.SetPos(0,Height-12-yl);
|
||
|
|
||
|
// change the draw color to green
|
||
|
Canvas.SetDrawColor(0,255,0);
|
||
|
|
||
|
// draw the top typing region border
|
||
|
Canvas.DrawTile( DefaultTexture_White, Canvas.ClipX, 2,0,0,32,32);
|
||
|
|
||
|
// move the pen to the bottom of the console buffer area
|
||
|
Canvas.SetPos(0,Height);
|
||
|
|
||
|
// draw the bottom typing region border
|
||
|
Canvas.DrawTile( DefaultTexture_White, Canvas.ClipX, 2,0,0,32,32);
|
||
|
|
||
|
// center the pen between the two borders
|
||
|
Canvas.SetPos(0,Height-5-yl);
|
||
|
Canvas.bCenter = False;
|
||
|
|
||
|
// render the text that is being typed
|
||
|
Canvas.DrawText( OutStr, false );
|
||
|
|
||
|
// draw the remaining text for matching auto-complete
|
||
|
if (AutoCompleteIndices.Length > 0)
|
||
|
{
|
||
|
Idx = AutoCompleteIndices[0];
|
||
|
//Canvas.StrLen(OutStr,xl,yl);
|
||
|
Canvas.SetPos(0+xl,Height-5-yl);
|
||
|
Canvas.SetDrawColor(87,148,87);
|
||
|
Canvas.DrawText(Right(AutoCompleteList[Idx].Command,Len(AutoCompleteList[Idx].Command) - Len(TypedStr)),FALSE);
|
||
|
|
||
|
Canvas.StrLen("(>", xl, yl);
|
||
|
y = Height + 5;
|
||
|
for (MatchIdx = 0; MatchIdx < AutoCompleteIndices.Length && MatchIdx < 10; MatchIdx++)
|
||
|
{
|
||
|
Idx = AutoCompleteIndices[MatchIdx];
|
||
|
Canvas.SetPos(0 + xl, y);
|
||
|
Canvas.StrLen(AutoCompleteList[Idx].Desc, info_xl, info_yl);
|
||
|
Canvas.SetDrawColor(0, 0, 0);
|
||
|
Canvas.DrawTile(DefaultTexture_White, info_xl, info_yl, 0, 0, 32, 32);
|
||
|
Canvas.SetPos(0 + xl, y);
|
||
|
Canvas.SetDrawColor(0, 255, 0);
|
||
|
Canvas.DrawText(AutoCompleteList[Idx].Desc, false);
|
||
|
y += info_yl;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
OutStr = "(>"@Left(TypedStr,TypedStrPos);
|
||
|
|
||
|
// position the pen at the cursor position
|
||
|
Canvas.StrLen(OutStr,xl,yl);
|
||
|
Canvas.SetPos(xl,Height-3-yl);
|
||
|
|
||
|
// render the cursor
|
||
|
Canvas.DrawText("_");
|
||
|
|
||
|
// figure out which element of the scrollback buffer to should appear first (at the top of the screen)
|
||
|
idx = SBHead - SBPos;
|
||
|
y = Height-16-(yl*2);
|
||
|
|
||
|
if (ScrollBack.Length==0)
|
||
|
return;
|
||
|
|
||
|
// change the draw color to white
|
||
|
Canvas.SetDrawColor(255,255,255,255);
|
||
|
|
||
|
// while we have enough room to draw another line and there are more lines to draw
|
||
|
while (y>yl && idx>=0)
|
||
|
{
|
||
|
// move the pen to the correct position
|
||
|
Canvas.SetPos(0, y);
|
||
|
|
||
|
// adjust the location for any word wrapping due to long text lines
|
||
|
Canvas.StrLen(ScrollBack[idx], ScrollLineXL, ScrollLineYL);
|
||
|
if (ScrollLineYL > yl)
|
||
|
{
|
||
|
y -= (ScrollLineYL - yl);
|
||
|
Canvas.SetPos(Canvas.CurX, y, Canvas.CurZ);
|
||
|
}
|
||
|
|
||
|
// draw the next line down in the buffer
|
||
|
Canvas.DrawText(Scrollback[idx],false);
|
||
|
idx--;
|
||
|
y-=yl;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event BeginState(Name PreviousStateName)
|
||
|
{
|
||
|
//@HSL_BEGIN_XBOX
|
||
|
local OnlineSubsystem OnlineSub;
|
||
|
|
||
|
bCaptureKeyInput = true;
|
||
|
HistoryCur = HistoryTop;
|
||
|
|
||
|
SBPos = 0;
|
||
|
bCtrl = false;
|
||
|
|
||
|
OnlineSub = Class'GameEngine'.static.GetOnlineSubsystem();
|
||
|
OnlineSub.PlayerInterface.AddKeyboardInputDoneDelegate(KeyboardInputComplete);
|
||
|
|
||
|
OnlineSub.PlayerInterface.ShowKeyboardUI(0, "Console Input", "Input console commands");
|
||
|
|
||
|
if ( PreviousStateName == '' )
|
||
|
{
|
||
|
FlushPlayerInput();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event EndState( Name NextStateName )
|
||
|
{
|
||
|
local OnlineSubsystem OnlineSub;
|
||
|
|
||
|
OnlineSub = Class'GameEngine'.static.GetOnlineSubsystem();
|
||
|
|
||
|
OnlineSub.PlayerInterface.HideKeyboardUI(0);
|
||
|
OnlineSub.PlayerInterface.ClearKeyboardInputDoneDelegate(KeyboardInputComplete);
|
||
|
}
|
||
|
//@HSL_END_XBOX
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
OnReceivedNativeInputKey=InputKey
|
||
|
OnReceivedNativeInputChar=InputChar
|
||
|
|
||
|
DefaultTexture_Black=Texture2D'EngineResources.Black'
|
||
|
DefaultTexture_White=Texture2D'EngineResources.WhiteSquareTexture'
|
||
|
}
|