Implement Developer Console with Initial Commands

Implements the dev console in-game with various commands to start out
with.

Press the Enter key to show or hide the console. Commands supported:

new
    Start a new map in Edit Mode.

save [filename.json]
    Save the current map to disk. Filename is required unless you
    have saved recently.

edit filename.json
    Open a map from disk in Edit Mode.

play filename.json
    Play a map from disk in Play Mode.
chunks
Noah 2018-07-21 20:43:01 -07:00
parent 30be42c343
commit 9356502a50
18 changed files with 610 additions and 210 deletions

17
balance/shell.go Normal file
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@ -0,0 +1,17 @@
package balance
import "git.kirsle.net/apps/doodle/render"
// Shell related variables.
var (
// TODO: why not renders transparent
ShellBackgroundColor = render.Color{0, 10, 20, 128}
ShellForegroundColor = render.White
ShellPadding int32 = 8
ShellFontSize = 14
ShellCursorBlinkRate uint64 = 20
ShellHistoryLineCount = 8
// Ticks that a flashed message persists for.
FlashTTL uint64 = 200
)

102
commands.go Normal file
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@ -0,0 +1,102 @@
package doodle
import (
"errors"
"fmt"
)
// Command is a parsed shell command.
type Command struct {
Raw string // The complete raw command the user typed.
Command string // The first word of their command.
Args []string // The shell-args array of parameters.
ArgsLiteral string // The args portion of the command literally.
}
// Run the command.
func (c Command) Run(d *Doodle) error {
if len(c.Raw) == 0 {
return nil
}
switch c.Command {
case "new":
return c.New(d)
case "save":
return c.Save(d)
case "edit":
return c.Edit(d)
case "play":
return c.Play(d)
case "exit":
case "quit":
return c.Quit()
default:
return c.Default()
}
return nil
}
// New opens a new map in the editor mode.
func (c Command) New(d *Doodle) error {
d.shell.Write("Starting a new map")
d.NewMap()
return nil
}
// Save the current map to disk.
func (c Command) Save(d *Doodle) error {
if scene, ok := d.scene.(*EditorScene); ok {
filename := ""
if len(c.Args) > 0 {
filename = c.Args[0]
} else if scene.filename != "" {
filename = scene.filename
} else {
return errors.New("usage: save <filename.json>")
}
d.shell.Write("Saving to file: " + filename)
scene.SaveLevel(filename)
} else {
return errors.New("save: only available in Edit Mode")
}
return nil
}
// Edit a map from disk.
func (c Command) Edit(d *Doodle) error {
if len(c.Args) == 0 {
return errors.New("Usage: edit <file name>")
}
filename := c.Args[0]
d.shell.Write("Editing level: " + filename)
d.EditLevel(filename)
return nil
}
// Play a map.
func (c Command) Play(d *Doodle) error {
if len(c.Args) == 0 {
return errors.New("Usage: play <file name>")
}
filename := c.Args[0]
d.shell.Write("Playing level: " + filename)
d.PlayLevel(filename)
return nil
}
// Quit the command line shell.
func (c Command) Quit() error {
return nil
}
// Default command.
func (c Command) Default() error {
return fmt.Errorf("%s: command not found. Try `help` for help",
c.Command,
)
}

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@ -4,7 +4,6 @@ import (
"fmt"
"time"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/render"
"github.com/kirsle/golog"
)
@ -28,10 +27,12 @@ type Doodle struct {
startTime time.Time
running bool
ticks uint64
events *events.State
width int32
height int32
// Command line shell options.
shell Shell
scene Scene
}
@ -41,11 +42,11 @@ func New(debug bool, engine render.Engine) *Doodle {
Debug: debug,
Engine: engine,
startTime: time.Now(),
events: events.New(),
running: true,
width: 800,
height: 600,
}
d.shell = NewShell(d)
if !debug {
log.Config.Level = golog.InfoLevel
@ -68,6 +69,8 @@ func (d *Doodle) Run() error {
log.Info("Enter Main Loop")
for d.running {
d.Engine.Clear(render.White)
start := time.Now() // Record how long this frame took.
d.ticks++
@ -79,24 +82,43 @@ func (d *Doodle) Run() error {
break
}
// Global event handlers.
if ev.EscapeKey.Pressed() {
log.Error("Escape key pressed, shutting down")
d.running = false
break
// Command line shell.
if d.shell.Open {
} else if ev.EnterKey.Read() {
log.Debug("Shell: opening shell")
d.shell.Open = true
} else {
// Global event handlers.
if ev.EscapeKey.Read() {
log.Error("Escape key pressed, shutting down")
d.running = false
break
}
// Run the scene's logic.
err = d.scene.Loop(d, ev)
if err != nil {
return err
}
}
// Run the scene's logic.
err = d.scene.Loop(d, ev)
// Draw the scene.
d.scene.Draw(d)
// Draw the shell.
err = d.shell.Draw(d, ev)
if err != nil {
return err
log.Error("shell error: %s", err)
d.running = false
break
}
// Draw the debug overlay over all scenes.
d.DrawDebugOverlay()
// Render the pixels to the screen.
err = d.Engine.Draw()
err = d.Engine.Present()
if err != nil {
log.Error("draw error: %s", err)
d.running = false
@ -114,12 +136,22 @@ func (d *Doodle) Run() error {
// Track how long this frame took to measure FPS over time.
d.TrackFPS(delay)
// Consume any lingering key sym.
ev.KeyName.Read()
}
log.Warn("Main Loop Exited! Shutting down...")
return nil
}
// NewMap loads a new map in Edit Mode.
func (d *Doodle) NewMap() {
log.Info("Starting a new map")
scene := &EditorScene{}
d.Goto(scene)
}
// EditLevel loads a map from JSON into the EditorScene.
func (d *Doodle) EditLevel(filename string) error {
log.Info("Loading level from file: %s", filename)
@ -144,7 +176,7 @@ func (d *Doodle) PlayLevel(filename string) error {
return nil
}
// TODO: not a global
// Pixel TODO: not a global
type Pixel struct {
start bool
x int32

View File

@ -19,6 +19,7 @@ type EditorScene struct {
// History of all the pixels placed by the user.
pixelHistory []Pixel
canvas Grid
filename string // Last saved filename.
// Canvas size
width int32
@ -49,7 +50,6 @@ func (s *EditorScene) Loop(d *Doodle, ev *events.State) error {
if ev.ScreenshotKey.Pressed() {
log.Info("Taking a screenshot")
s.Screenshot()
s.SaveLevel()
}
// Clear the canvas and fill it with white.
@ -81,6 +81,11 @@ func (s *EditorScene) Loop(d *Doodle, ev *events.State) error {
}
}
return nil
}
// Draw the current frame.
func (s *EditorScene) Draw(d *Doodle) error {
for i, pixel := range s.pixelHistory {
if !pixel.start && i > 0 {
prev := s.pixelHistory[i-1]
@ -105,6 +110,7 @@ func (s *EditorScene) Loop(d *Doodle, ev *events.State) error {
// LoadLevel loads a level from disk.
func (s *EditorScene) LoadLevel(filename string) error {
s.filename = filename
s.pixelHistory = []Pixel{}
s.canvas = Grid{}
@ -129,7 +135,8 @@ func (s *EditorScene) LoadLevel(filename string) error {
}
// SaveLevel saves the level to disk.
func (s *EditorScene) SaveLevel() {
func (s *EditorScene) SaveLevel(filename string) {
s.filename = filename
m := level.Level{
Version: 1,
Title: "Alpha",
@ -161,9 +168,6 @@ func (s *EditorScene) SaveLevel() {
return
}
filename := fmt.Sprintf("./map-%s.json",
time.Now().Format("2006-01-02T15-04-05"),
)
err = ioutil.WriteFile(filename, json, 0644)
if err != nil {
log.Error("Create map file error: %s", err)

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@ -1,6 +1,8 @@
// Package events manages mouse and keyboard SDL events for Doodle.
package events
import "strings"
// State keeps track of event states.
type State struct {
// Mouse buttons.
@ -10,6 +12,9 @@ type State struct {
// Screenshot key.
ScreenshotKey *BoolTick
EscapeKey *BoolTick
EnterKey *BoolTick
ShiftActive *BoolTick
KeyName *StringTick
Up *BoolTick
Left *BoolTick
Right *BoolTick
@ -27,6 +32,9 @@ func New() *State {
Button2: &BoolTick{},
ScreenshotKey: &BoolTick{},
EscapeKey: &BoolTick{},
EnterKey: &BoolTick{},
ShiftActive: &BoolTick{},
KeyName: &StringTick{},
Up: &BoolTick{},
Left: &BoolTick{},
Right: &BoolTick{},
@ -35,3 +43,43 @@ func New() *State {
CursorY: &Int32Tick{},
}
}
// ReadKey returns the normalized key symbol being pressed,
// taking the Shift key into account. QWERTY keyboard only, probably.
func (ev *State) ReadKey() string {
if key := ev.KeyName.Read(); key != "" {
if ev.ShiftActive.Pressed() {
if symbol, ok := shiftMap[key]; ok {
return symbol
}
return strings.ToUpper(key)
}
return key
}
return ""
}
// shiftMap maps keys to their Shift versions.
var shiftMap = map[string]string{
"`": "~",
"1": "!",
"2": "@",
"3": "#",
"4": "$",
"5": "%",
"6": "^",
"7": "&",
"8": "*",
"9": "(",
"0": ")",
"-": "_",
"=": "+",
"[": "{",
"]": "}",
`\`: "|",
";": ":",
`'`: `"`,
",": "<",
".": ">",
"/": "?",
}

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@ -12,6 +12,12 @@ type Int32Tick struct {
Last int32
}
// StringTick manages strings between this frame and the previous.
type StringTick struct {
Now string
Last string
}
// Push a bool state, copying the current Now value to Last.
func (bs *BoolTick) Push(v bool) {
bs.Last = bs.Now
@ -23,8 +29,28 @@ func (bs *BoolTick) Pressed() bool {
return bs.Now && !bs.Last
}
// Read a bool state, resetting its value to false.
func (bs *BoolTick) Read() bool {
now := bs.Now
bs.Push(false)
return now
}
// Push an int32 state, copying the current Now value to Last.
func (is *Int32Tick) Push(v int32) {
is.Last = is.Now
is.Now = v
}
// Push a string state.
func (s *StringTick) Push(v string) {
s.Last = s.Now
s.Now = v
}
// Read a string state, resetting its value.
func (s *StringTick) Read() string {
now := s.Now
s.Push("")
return now
}

21
fps.go
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@ -2,7 +2,6 @@ package doodle
import (
"fmt"
"time"
"git.kirsle.net/apps/doodle/render"
)
@ -26,11 +25,9 @@ func (d *Doodle) DrawDebugOverlay() {
}
label := fmt.Sprintf(
"FPS: %d (%dms) (%d,%d) S:%s F12=screenshot",
"FPS: %d (%dms) S:%s F12=screenshot",
fpsCurrent,
fpsSkipped,
d.events.CursorX.Now,
d.events.CursorY.Now,
d.scene.Name(),
)
@ -42,11 +39,9 @@ func (d *Doodle) DrawDebugOverlay() {
Stroke: DebugTextStroke,
Shadow: DebugTextShadow,
},
render.Rect{
render.Point{
X: DebugTextPadding,
Y: DebugTextPadding,
W: d.width,
H: d.height,
},
)
if err != nil {
@ -65,12 +60,12 @@ func (d *Doodle) TrackFPS(skipped uint32) {
}
if fpsLastTime < fpsCurrentTicks-fpsInterval {
log.Debug("Uptime: %s FPS: %d deltaTicks: %d skipped: %dms",
time.Now().Sub(d.startTime),
fpsCurrent,
fpsCurrentTicks-fpsLastTime,
skipped,
)
// log.Debug("Uptime: %s FPS: %d deltaTicks: %d skipped: %dms",
// time.Now().Sub(d.startTime),
// fpsCurrent,
// fpsCurrentTicks-fpsLastTime,
// skipped,
// )
fpsLastTime = fpsCurrentTicks
fpsCurrent = fpsFrames

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@ -42,9 +42,7 @@ func (s *PlayScene) Setup(d *Doodle) error {
// Loop the editor scene.
func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
s.movePlayer(ev)
// Apply gravity.
return s.Draw(d)
return nil
}
// Draw the pixels on this frame.
@ -57,7 +55,6 @@ func (s *PlayScene) Draw(d *Doodle) error {
}
// Draw our hero.
log.Info("hero %s %+v", render.Magenta, render.Magenta)
d.Engine.DrawRect(render.Magenta, render.Rect{s.x, s.y, 16, 16})
return nil

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@ -15,15 +15,16 @@ type Engine interface {
Poll() (*events.State, error)
GetTicks() uint32
// Draw presents the current state to the screen.
Draw() error
// Present presents the current state to the screen.
Present() error
// Clear the full canvas and set this color.
Clear(Color)
DrawPoint(Color, Point)
DrawLine(Color, Point, Point)
DrawRect(Color, Rect)
DrawText(Text, Rect) error
DrawBox(Color, Rect)
DrawText(Text, Point) error
// Delay for a moment using the render engine's delay method,
// implemented by sdl.Delay(uint32)

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@ -42,3 +42,16 @@ func (r *Renderer) DrawRect(color render.Color, rect render.Rect) {
H: rect.H,
})
}
// DrawBox draws a filled rectangle.
func (r *Renderer) DrawBox(color render.Color, rect render.Rect) {
if color != r.lastColor {
r.renderer.SetDrawColor(color.Red, color.Green, color.Blue, color.Alpha)
}
r.renderer.FillRect(&sdl.Rect{
X: rect.X,
Y: rect.Y,
W: rect.W,
H: rect.H,
})
}

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@ -8,6 +8,7 @@ var log *golog.Logger
var (
DebugMouseEvents = false
DebugClickEvents = false
DebugKeyEvents = false
)
func init() {

View File

@ -159,16 +159,23 @@ func (r *Renderer) Poll() (*events.State, error) {
)
}
case *sdl.KeyboardEvent:
log.Debug("[%d ms] tick:%d Keyboard type:%d sym:%c modifiers:%d state:%d repeat:%d\n",
t.Timestamp, r.ticks, t.Type, t.Keysym.Sym, t.Keysym.Mod, t.State, t.Repeat,
)
if t.Repeat == 1 {
continue
if DebugKeyEvents {
log.Debug("[%d ms] tick:%d Keyboard type:%d sym:%c modifiers:%d state:%d repeat:%d\n",
t.Timestamp, r.ticks, t.Type, t.Keysym.Sym, t.Keysym.Mod, t.State, t.Repeat,
)
}
switch t.Keysym.Scancode {
case sdl.SCANCODE_ESCAPE:
if t.Repeat == 1 {
continue
}
s.EscapeKey.Push(t.State == 1)
case sdl.SCANCODE_RETURN:
if t.Repeat == 1 {
continue
}
s.EnterKey.Push(t.State == 1)
case sdl.SCANCODE_F12:
s.ScreenshotKey.Push(t.State == 1)
case sdl.SCANCODE_UP:
@ -179,6 +186,25 @@ func (r *Renderer) Poll() (*events.State, error) {
s.Right.Push(t.State == 1)
case sdl.SCANCODE_DOWN:
s.Down.Push(t.State == 1)
case sdl.SCANCODE_LSHIFT:
case sdl.SCANCODE_RSHIFT:
s.ShiftActive.Push(t.State == 1)
continue
case sdl.SCANCODE_LALT:
case sdl.SCANCODE_RALT:
case sdl.SCANCODE_LCTRL:
case sdl.SCANCODE_RCTRL:
continue
case sdl.SCANCODE_BACKSPACE:
// Make it a key event with "\b" as the sequence.
if t.State == 1 || t.Repeat == 1 {
s.KeyName.Push(`\b`)
}
default:
// Push the string value of the key.
if t.State == 1 {
s.KeyName.Push(string(t.Keysym.Sym))
}
}
}
}
@ -186,8 +212,8 @@ func (r *Renderer) Poll() (*events.State, error) {
return s, nil
}
// Draw a single frame.
func (r *Renderer) Draw() error {
// Present the current frame.
func (r *Renderer) Present() error {
r.renderer.Present()
return nil
}

View File

@ -1,6 +1,9 @@
package sdl
import (
"strings"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/render"
"github.com/veandco/go-sdl2/sdl"
"github.com/veandco/go-sdl2/ttf"
@ -23,8 +26,22 @@ func LoadFont(size int) (*ttf.Font, error) {
return font, nil
}
// Keysym returns the current key pressed, taking into account the Shift
// key modifier.
func (r *Renderer) Keysym(ev *events.State) string {
if key := ev.KeyName.Read(); key != "" {
if ev.ShiftActive.Pressed() {
if symbol, ok := shiftMap[key]; ok {
return symbol
}
return strings.ToUpper(key)
}
}
return ""
}
// DrawText draws text on the canvas.
func (r *Renderer) DrawText(text render.Text, rect render.Rect) error {
func (r *Renderer) DrawText(text render.Text, point render.Point) error {
var (
font *ttf.Font
surface *sdl.Surface
@ -48,8 +65,8 @@ func (r *Renderer) DrawText(text render.Text, rect render.Rect) error {
defer tex.Destroy()
tmp := &sdl.Rect{
X: rect.X + dx,
Y: rect.Y + dy,
X: point.X + dx,
Y: point.Y + dy,
W: surface.W,
H: surface.H,
}
@ -79,3 +96,28 @@ func (r *Renderer) DrawText(text render.Text, rect render.Rect) error {
return err
}
// shiftMap maps keys to their Shift versions.
var shiftMap = map[string]string{
"`": "~",
"1": "!",
"2": "@",
"3": "#",
"4": "$",
"5": "%",
"6": "^",
"7": "&",
"8": "*",
"9": "(",
"0": ")",
"-": "_",
"=": "+",
"[": "{",
"]": "}",
`\`: "|",
";": ":",
`'`: `"`,
",": "<",
".": ">",
"/": "?",
}

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@ -8,7 +8,13 @@ import "git.kirsle.net/apps/doodle/events"
type Scene interface {
Name() string
Setup(*Doodle) error
// Loop should update the scene's state but not draw anything.
Loop(*Doodle, *events.State) error
// Draw should use the scene's state to figure out what pixels need
// to draw to the screen.
Draw(*Doodle) error
}
// Goto a scene. First it unloads the current scene.

View File

@ -1,86 +0,0 @@
package scene
import "git.kirsle.net/apps/doodle/events"
// Editor is the drawing mode of the game where the user is clicking and
// dragging to draw pixels.
type Editor struct{}
func (s *Editor) String() string {
return "Editor"
}
// Setup the scene.
func (s *Editor) Setup() error {
return nil
}
// Loop the scene.
func (s *Editor) Loop(ev *events.State) error {
// Taking a screenshot?
if ev.ScreenshotKey.Pressed() {
log.Info("Taking a screenshot")
d.Screenshot()
d.SaveLevel()
}
// Clear the canvas and fill it with white.
d.renderer.SetDrawColor(255, 255, 255, 255)
d.renderer.Clear()
// Clicking? Log all the pixels while doing so.
if ev.Button1.Now {
pixel := Pixel{
start: ev.Button1.Pressed(),
x: ev.CursorX.Now,
y: ev.CursorY.Now,
dx: ev.CursorX.Now,
dy: ev.CursorY.Now,
}
// Append unique new pixels.
if len(pixelHistory) == 0 || pixelHistory[len(pixelHistory)-1] != pixel {
// If not a start pixel, make the delta coord the previous one.
if !pixel.start && len(pixelHistory) > 0 {
prev := pixelHistory[len(pixelHistory)-1]
pixel.dx = prev.x
pixel.dy = prev.y
}
pixelHistory = append(pixelHistory, pixel)
// Save in the pixel canvas map.
d.canvas[pixel] = nil
}
}
d.renderer.SetDrawColor(0, 0, 0, 255)
for i, pixel := range pixelHistory {
if !pixel.start && i > 0 {
prev := pixelHistory[i-1]
if prev.x == pixel.x && prev.y == pixel.y {
d.renderer.DrawPoint(pixel.x, pixel.y)
} else {
d.renderer.DrawLine(
pixel.x,
pixel.y,
prev.x,
prev.y,
)
}
}
d.renderer.DrawPoint(pixel.x, pixel.y)
}
// Draw the FPS.
d.DrawDebugOverlay()
d.renderer.Present()
return nil
}
// Destroy the scene.
func (s *Editor) Destroy() error {
return nil
}

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@ -1,9 +0,0 @@
package scene
import "github.com/kirsle/golog"
var log *golog.Logger
func init() {
log = golog.GetLogger("doodle")
}

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@ -1,67 +0,0 @@
package scene
import (
"errors"
"fmt"
"git.kirsle.net/apps/doodle/events"
)
// Scene is an interface for the top level of a game mode. The game points to
// one Scene at a time, and that Scene has majority control of the main loop,
// and maintains its own state local to that scene.
type Scene interface {
String() string // the scene's name
Setup() error
Loop() error
Destroy() error
}
// Manager is a type that provides context switching features to manage scenes.
type Manager struct {
events *events.State
scene Scene
ticks uint64
}
// NewManager creates the new manager.
func NewManager(events *events.State) Manager {
return Manager{
events: events,
scene: nil,
}
}
// Go to a new scene. This tears down the existing scene, sets up the new one,
// and switches control to the new scene.
func (m *Manager) Go(scene Scene) error {
// Already running a scene?
if m.scene != nil {
if err := m.scene.Destroy(); err != nil {
return fmt.Errorf("couldn't destroy scene %s: %s", m.scene, err)
}
m.scene = nil
}
// Initialize the new scene.
m.scene = scene
return m.scene.Setup()
}
// Loop the scene manager. This is the game's main loop which runs all the tasks
// that fall in the realm of the scene manager.
func (m *Manager) Loop() error {
if m.scene == nil {
return errors.New("no scene loaded")
}
// Poll for events.
ev, err := m.events.Poll(m.ticks)
if err != nil {
log.Error("event poll error: %s", err)
return err
}
_ = ev
return m.scene.Loop()
}

252
shell.go Normal file
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@ -0,0 +1,252 @@
package doodle
import (
"bytes"
"strings"
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/render"
)
// Shell implements the developer console in-game.
type Shell struct {
parent *Doodle
Open bool
Prompt string
Text string
History []string
Output []string
Flashes []Flash
Cursor string
cursorFlip uint64 // ticks until cursor flip
cursorRate uint64
}
// Flash holds a message to flash on screen.
type Flash struct {
Text string
Expires uint64 // tick that it expires
}
// NewShell initializes the shell helper (the "Shellper").
func NewShell(d *Doodle) Shell {
return Shell{
parent: d,
History: []string{},
Output: []string{},
Flashes: []Flash{},
Prompt: ">",
Cursor: "_",
cursorRate: balance.ShellCursorBlinkRate,
}
}
// Close the shell, resetting its internal state.
func (s *Shell) Close() {
log.Debug("Shell: closing shell")
s.Open = false
s.Prompt = ">"
s.Text = ""
}
// Execute a command in the shell.
func (s *Shell) Execute(input string) {
command := s.Parse(input)
err := command.Run(s.parent)
if err != nil {
s.Write(err.Error())
}
if command.Raw != "" {
s.History = append(s.History, command.Raw)
}
// Reset the text buffer in the shell.
s.Text = ""
}
// Write a line of output text to the console.
func (s *Shell) Write(line string) {
s.Output = append(s.Output, line)
s.Flashes = append(s.Flashes, Flash{
Text: line,
Expires: s.parent.ticks + balance.FlashTTL,
})
}
// Parse the command line.
func (s *Shell) Parse(input string) Command {
input = strings.TrimSpace(input)
if len(input) == 0 {
return Command{}
}
var (
inQuote bool
buffer = bytes.NewBuffer([]byte{})
words = []string{}
)
for i := 0; i < len(input); i++ {
char := input[i]
switch char {
case ' ':
if inQuote {
buffer.WriteByte(char)
continue
}
if word := buffer.String(); word != "" {
words = append(words, word)
buffer.Reset()
}
case '"':
if !inQuote {
// An opening quote character.
inQuote = true
} else {
// The closing quote.
inQuote = false
if word := buffer.String(); word != "" {
words = append(words, word)
buffer.Reset()
}
}
default:
buffer.WriteByte(char)
}
}
if remainder := buffer.String(); remainder != "" {
words = append(words, remainder)
}
return Command{
Raw: input,
Command: words[0],
Args: words[1:],
ArgsLiteral: strings.TrimSpace(input[len(words[0]):]),
}
}
// Draw the shell.
func (s *Shell) Draw(d *Doodle, ev *events.State) error {
if ev.EscapeKey.Read() {
s.Close()
return nil
} else if ev.EnterKey.Read() || ev.EscapeKey.Read() {
s.Execute(s.Text)
s.Close()
return nil
}
// Compute the line height we can draw.
lineHeight := balance.ShellFontSize + int(balance.ShellPadding)
// If the console is open, draw the console.
if s.Open {
// Cursor flip?
if d.ticks > s.cursorFlip {
s.cursorFlip = d.ticks + s.cursorRate
if s.Cursor == "" {
s.Cursor = "_"
} else {
s.Cursor = ""
}
}
// Read a character from the keyboard.
if key := ev.ReadKey(); key != "" {
// Backspace?
if key == `\b` {
if len(s.Text) > 0 {
s.Text = s.Text[:len(s.Text)-1]
}
} else {
s.Text += key
}
}
// How tall is the box?
boxHeight := int32(lineHeight*(balance.ShellHistoryLineCount+1)) + balance.ShellPadding
// Draw the background color.
d.Engine.DrawBox(
balance.ShellBackgroundColor,
render.Rect{
X: 0,
Y: d.height - boxHeight,
W: d.width,
H: boxHeight,
},
)
// Draw the recent commands.
outputY := d.height - int32(lineHeight*2)
for i := 0; i < balance.ShellHistoryLineCount; i++ {
if len(s.Output) > i {
line := s.Output[len(s.Output)-1-i]
d.Engine.DrawText(
render.Text{
Text: line,
Size: balance.ShellFontSize,
Color: render.Grey,
},
render.Point{
X: balance.ShellPadding,
Y: outputY,
},
)
}
outputY -= int32(lineHeight)
}
// Draw the command prompt.
d.Engine.DrawText(
render.Text{
Text: s.Prompt + s.Text + s.Cursor,
Size: balance.ShellFontSize,
Color: balance.ShellForegroundColor,
},
render.Point{
X: balance.ShellPadding,
Y: d.height - int32(balance.ShellFontSize) - balance.ShellPadding,
},
)
} else if len(s.Flashes) > 0 {
// Otherwise, just draw flashed messages.
valid := false // Did we actually draw any?
outputY := d.height - int32(lineHeight*2)
for i := len(s.Flashes); i > 0; i-- {
flash := s.Flashes[i-1]
if d.ticks >= flash.Expires {
continue
}
d.Engine.DrawText(
render.Text{
Text: flash.Text,
Size: balance.ShellFontSize,
Color: render.SkyBlue,
Stroke: render.Grey,
Shadow: render.Black,
},
render.Point{
X: balance.ShellPadding,
Y: outputY,
},
)
outputY -= int32(lineHeight)
valid = true
}
// If we've exhausted all flashes, free up the memory.
if !valid {
s.Flashes = []Flash{}
}
}
return nil
}