Noah Petherbridge
cbef5a46cb
* Frame.Pack() now supports Fill and Expand and works like Tk. * The GUITest Scene now draws a large window with two fixed side panels, an expanding body panel, and a fixed footer with buttons. The panels are filled with other buttons and widgets showing off the Frame packing.
321 lines
6.5 KiB
Go
321 lines
6.5 KiB
Go
package doodle
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import (
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"bytes"
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"fmt"
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"strings"
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"git.kirsle.net/apps/doodle/balance"
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"git.kirsle.net/apps/doodle/events"
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"git.kirsle.net/apps/doodle/render"
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"github.com/robertkrimen/otto"
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)
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// Flash a message to the user.
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func (d *Doodle) Flash(template string, v ...interface{}) {
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d.shell.Write(fmt.Sprintf(template, v...))
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}
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// Shell implements the developer console in-game.
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type Shell struct {
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parent *Doodle
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Open bool
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Prompt string
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Text string
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History []string
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Output []string
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Flashes []Flash
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// Blinky cursor variables.
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cursor byte // cursor symbol
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cursorFlip uint64 // ticks until cursor flip
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cursorRate uint64
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// Paging through history variables.
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historyPaging bool
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historyIndex int
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// JavaScript shell interpreter.
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js *otto.Otto
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}
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// Flash holds a message to flash on screen.
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type Flash struct {
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Text string
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Expires uint64 // tick that it expires
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}
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// NewShell initializes the shell helper (the "Shellper").
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func NewShell(d *Doodle) Shell {
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s := Shell{
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parent: d,
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History: []string{},
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Output: []string{},
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Flashes: []Flash{},
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Prompt: ">",
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cursor: '_',
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cursorRate: balance.ShellCursorBlinkRate,
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js: otto.New(),
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}
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// Make the Doodle instance available to the shell.
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bindings := map[string]interface{}{
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"d": d,
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"log": log,
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"RGBA": render.RGBA,
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"Point": render.NewPoint,
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"Rect": render.NewRect,
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}
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for name, v := range bindings {
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err := s.js.Set(name, v)
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if err != nil {
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log.Error("Failed to make `%s` available to JS shell: %s", name, err)
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}
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}
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return s
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}
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// Close the shell, resetting its internal state.
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func (s *Shell) Close() {
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log.Debug("Shell: closing shell")
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s.Open = false
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s.Prompt = ">"
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s.Text = ""
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s.historyPaging = false
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s.historyIndex = 0
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}
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// Execute a command in the shell.
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func (s *Shell) Execute(input string) {
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command := s.Parse(input)
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if command.Raw != "" {
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s.Output = append(s.Output, s.Prompt+command.Raw)
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s.History = append(s.History, command.Raw)
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}
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if command.Command == "clear" {
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s.Output = []string{}
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} else {
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err := command.Run(s.parent)
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if err != nil {
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s.Write(err.Error())
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}
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}
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// Reset the text buffer in the shell.
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s.Text = ""
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}
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// Write a line of output text to the console.
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func (s *Shell) Write(line string) {
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s.Output = append(s.Output, line)
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s.Flashes = append(s.Flashes, Flash{
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Text: line,
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Expires: s.parent.ticks + balance.FlashTTL,
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})
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}
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// Parse the command line.
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func (s *Shell) Parse(input string) Command {
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input = strings.TrimSpace(input)
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if len(input) == 0 {
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return Command{}
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}
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var (
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inQuote bool
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buffer = bytes.NewBuffer([]byte{})
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words = []string{}
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)
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for i := 0; i < len(input); i++ {
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char := input[i]
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switch char {
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case ' ':
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if inQuote {
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buffer.WriteByte(char)
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continue
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}
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if word := buffer.String(); word != "" {
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words = append(words, word)
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buffer.Reset()
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}
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case '"':
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if !inQuote {
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// An opening quote character.
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inQuote = true
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} else {
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// The closing quote.
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inQuote = false
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if word := buffer.String(); word != "" {
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words = append(words, word)
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buffer.Reset()
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}
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}
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default:
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buffer.WriteByte(char)
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}
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}
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if remainder := buffer.String(); remainder != "" {
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words = append(words, remainder)
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}
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return Command{
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Raw: input,
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Command: words[0],
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Args: words[1:],
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ArgsLiteral: strings.TrimSpace(input[len(words[0]):]),
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}
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}
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// Draw the shell.
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func (s *Shell) Draw(d *Doodle, ev *events.State) error {
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if ev.EscapeKey.Read() {
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s.Close()
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return nil
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} else if ev.EnterKey.Read() || ev.EscapeKey.Read() {
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s.Execute(s.Text)
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s.Close()
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return nil
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} else if (ev.Up.Now || ev.Down.Now) && len(s.History) > 0 {
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// Paging through history.
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if !s.historyPaging {
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s.historyPaging = true
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s.historyIndex = len(s.History)
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}
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// Consume the inputs and make convenient variables.
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ev.Down.Read()
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isUp := ev.Up.Read()
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// Scroll through the input history.
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if isUp {
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s.historyIndex--
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if s.historyIndex < 0 {
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s.historyIndex = 0
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}
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} else {
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s.historyIndex++
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if s.historyIndex >= len(s.History) {
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s.historyIndex = len(s.History) - 1
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}
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}
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s.Text = s.History[s.historyIndex]
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}
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// Compute the line height we can draw.
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lineHeight := balance.ShellFontSize + int(balance.ShellPadding)
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// If the console is open, draw the console.
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if s.Open {
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// Cursor flip?
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if d.ticks > s.cursorFlip {
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s.cursorFlip = d.ticks + s.cursorRate
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if s.cursor == ' ' {
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s.cursor = '_'
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} else {
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s.cursor = ' '
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}
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}
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// Read a character from the keyboard.
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if key := ev.ReadKey(); key != "" {
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// Backspace?
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if key == `\b` {
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if len(s.Text) > 0 {
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s.Text = s.Text[:len(s.Text)-1]
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}
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} else {
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s.Text += key
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}
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}
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// How tall is the box?
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boxHeight := int32(lineHeight*(balance.ShellHistoryLineCount+1)) + balance.ShellPadding
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// Draw the background color.
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d.Engine.DrawBox(
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balance.ShellBackgroundColor,
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render.Rect{
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X: 0,
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Y: d.height - boxHeight,
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W: d.width,
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H: boxHeight,
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},
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)
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// Draw the recent commands.
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outputY := d.height - int32(lineHeight*2)
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for i := 0; i < balance.ShellHistoryLineCount; i++ {
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if len(s.Output) > i {
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line := s.Output[len(s.Output)-1-i]
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d.Engine.DrawText(
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render.Text{
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Text: line,
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Size: balance.ShellFontSize,
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Color: render.Grey,
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},
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render.Point{
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X: balance.ShellPadding,
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Y: outputY,
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},
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)
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}
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outputY -= int32(lineHeight)
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}
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// Draw the command prompt.
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d.Engine.DrawText(
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render.Text{
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Text: s.Prompt + s.Text + string(s.cursor),
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Size: balance.ShellFontSize,
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Color: balance.ShellForegroundColor,
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},
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render.Point{
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X: balance.ShellPadding,
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Y: d.height - int32(balance.ShellFontSize) - balance.ShellPadding,
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},
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)
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} else if len(s.Flashes) > 0 {
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// Otherwise, just draw flashed messages.
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valid := false // Did we actually draw any?
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outputY := d.height - int32(lineHeight*2)
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for i := len(s.Flashes); i > 0; i-- {
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flash := s.Flashes[i-1]
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if d.ticks >= flash.Expires {
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continue
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}
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d.Engine.DrawText(
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render.Text{
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Text: flash.Text,
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Size: balance.ShellFontSize,
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Color: render.SkyBlue,
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Stroke: render.Grey,
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Shadow: render.Black,
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},
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render.Point{
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X: balance.ShellPadding,
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Y: outputY,
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},
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)
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outputY -= int32(lineHeight)
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valid = true
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}
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// If we've exhausted all flashes, free up the memory.
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if !valid {
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s.Flashes = []Flash{}
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}
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}
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return nil
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}
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