/usr/src/castle-game-engine-5.2.0/ui/opengl/castlenotifications.pas is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Notifications displayed in the OpenGL window (TCastleNotifications). }
unit CastleNotifications;
interface
uses CastleUIControls, Classes, SysUtils, CastleUtils, CastleGLUtils,
CastleFonts, CastleTimeUtils, CastleVectors, CastleStringUtils,
FGL, CastleColors;
type
THorizontalPosition = (hpLeft, hpMiddle, hpRight);
TVerticalPosition = (vpDown, vpMiddle, vpUp);
{ Internal type. @exclude }
TNotification = class
Text: string;
Time: TMilisecTime; {< appear time }
end;
{ Internal type. @exclude }
TNotificationList = class(specialize TFPGObjectList<TNotification>)
procedure DeleteFirst(DelCount: Integer);
end;
{ Notifications displayed in the OpenGL window.
The idea is to display messages about something happening
at the bottom / top of the screen. These messages disappear by themselves
after some short time.
Similar to older FPS games messages, e.g. DOOM, Quake, Duke Nukem 3D.
Suitable for game messages like "Picked up 20 ammo"
or "Player Foo joined game".
This is a TUIControl descendant, so to use it --- just add it
to TCastleWindowCustom.Controls or TCastleControlCustom.Controls.
Call @link(Show) to display a message. }
TCastleNotifications = class(TUIControl)
private
{ Messages, ordered from oldest (new mesages are added at the end).}
Messages: TNotificationList;
FHorizontalPosition: THorizontalPosition;
FVerticalPosition: TVerticalPosition;
FColor: TCastleColor;
FMaxMessages: integer;
FTimeout: TMilisecTime;
FHorizontalMargin, FVerticalMargin: Integer;
FHistory: TCastleStringList;
FCollectHistory: boolean;
FPositionX: Integer;
FPositionY: Integer;
public
const
DefaultMaxMessages = 4;
DefaultMessagesTimeout = 5000;
DefaultHorizontalPosition = hpMiddle;
DefaultVerticalPosition = vpDown;
DefaultHorizontalMargin = 10;
DefaultVerticalMargin = 1;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
{ Show new message. An overloaded version that takes a single string will
detect newlines in the string automatically so a message may be multi-line.
The messages will be automatically broken to fit on the screen width with
given font.
@groupBegin }
procedure Show(const s: string); overload;
procedure Show(s: TStringList); overload;
{ @groupEnd }
{ Clear all messages. }
procedure Clear;
procedure Update(const SecondsPassed: Single;
var HandleInput: boolean); override;
procedure Render; override;
function GetExists: boolean; override;
{ Color used to draw messages. Default value is yellow. }
property Color: TCastleColor read FColor write FColor;
{ All the messages passed to @link(Show), collected only if CollectHistory.
May be @nil when not CollectHistory. }
property History: TCastleStringList read FHistory;
{ Position shift, relative to position set by HorizontalPosition and VerticalPosition.
TODO: we should make positioning common for all controls, using Left, Bottom, or some Autoxxx
spec. }
property PositionX: Integer read FPositionX write FPositionX;
property PositionY: Integer read FPositionY write FPositionY;
published
{ How many message lines should be visible on the screen, at maximum. }
property MaxMessages: integer
read FMaxMessages write FMaxMessages default DefaultMaxMessages;
{ How long a given message should be visible on the screen, in miliseconds.
Message stops being visible when this timeout passed,
or when we need more space for new messages (see MaxMessages). }
property Timeout: TMilisecTime
read FTimeout write FTimeout default DefaultMessagesTimeout;
property HorizontalPosition: THorizontalPosition read FHorizontalPosition
write FHorizontalPosition default DefaultHorizontalPosition;
property VerticalPosition: TVerticalPosition read FVerticalPosition
write FVerticalPosition default DefaultVerticalPosition;
{ Margins, in pixels, from the border of the container (window or such).
@groupBegin }
property HorizontalMargin: Integer read FHorizontalMargin write FHorizontalMargin
default DefaultHorizontalMargin;
property VerticalMargin: Integer read FVerticalMargin write FVerticalMargin
default DefaultVerticalMargin;
{ @groupEnd }
{ Turn this on to have all the messages you pass to @link(Show) be collected
inside @link(History) string list. @link(History) is expanded by @link(Show),
it is cleared by @link(Clear), just like the notifications on screen.
However, unlike the visible messages, it has unlimited size
(messages there are not removed when MaxMessages or @link(Timeout)
take action), and messages inside are not broken to honour screen width.
This is useful if you want to show the player a history of messages
(in case they missed the message in game). }
property CollectHistory: boolean read FCollectHistory write FCollectHistory
default false;
end;
procedure Register;
implementation
uses CastleLog, CastleControls;
procedure Register;
begin
RegisterComponents('Castle', [TCastleNotifications]);
end;
procedure TNotificationList.DeleteFirst(DelCount: Integer);
var
I: Integer;
begin
{ Could be optimized better, but this is simple and works correctly
with TFPGObjectList.FreeObjects = true management.
This is called only for really small DelCount values, so no problem. }
for I := 1 to DelCount do Delete(0);
end;
{ TCastleNotifications ------------------------------------------------------- }
constructor TCastleNotifications.Create(AOwner: TComponent);
begin
inherited;
Messages := TNotificationList.Create;
FHistory := TCastleStringList.Create;
MaxMessages := DefaultMaxMessages;
Timeout := DefaultMessagesTimeout;
FHorizontalPosition := DefaultHorizontalPosition;
FVerticalPosition := DefaultVerticalPosition;
FHorizontalMargin := DefaultHorizontalMargin;
FVerticalMargin := DefaultVerticalMargin;
FColor := Yellow;
end;
destructor TCastleNotifications.Destroy;
begin
FreeAndNil(Messages);
FreeAndNil(FHistory);
inherited;
end;
procedure TCastleNotifications.Show(S: TStringList);
procedure AddStrings(S: TStrings);
var
N: TNotification;
i: integer;
begin
{ Below could be optimized. But we use this only for a small number
of messages, so no need to. }
for i := 0 to S.Count - 1 do
begin
if Messages.Count = MaxMessages then Messages.Delete(0);
N := TNotification.Create;
N.Text := S[i];
N.Time := GetTickCount;
Messages.Add(N);
end;
end;
var
Broken: TStringList;
begin
if Log then
WriteLog('Time message', S.Text);
{ TODO: It's a bummer that we need UIFont created (which means:
OpenGL context must be initialized) to make BreakLines,
while BreakLines only really uses font metrics (doesn't need OpenGL
font resources). }
if ContainerSizeKnown and GLInitialized then
begin
Broken := TStringList.Create;
try
UIFont.BreakLines(s, Broken, ContainerWidth - HorizontalMargin * 2);
AddStrings(Broken);
finally Broken.Free end;
end else
AddStrings(S);
if CollectHistory then
History.AddList(S);
VisibleChange;
end;
procedure TCastleNotifications.Show(const s: string);
var
strs: TStringList;
begin
strs := TStringList.Create;
try
strs.Text := s;
Show(strs);
finally strs.Free end;
end;
procedure TCastleNotifications.Clear;
begin
Messages.Clear;
if CollectHistory then
History.Clear;
VisibleChange;
end;
procedure TCastleNotifications.Render;
var
i: integer;
x, y: integer;
begin
for i := 0 to Messages.Count-1 do
begin
{ calculate x relative to 0..ContainerWidth, then convert to 0..GLMaxX }
case HorizontalPosition of
hpLeft : x := HorizontalMargin;
hpRight : x := ContainerWidth-UIFont.TextWidth(messages[i].Text) - HorizontalMargin;
hpMiddle: x := (ContainerWidth-UIFont.TextWidth(messages[i].Text)) div 2;
end;
{ calculate y relative to 0..ContainerHeight, then convert to 0..GLMaxY }
case VerticalPosition of
vpDown : y := (Messages.Count-i-1) * UIFont.RowHeight + UIFont.Descend + VerticalMargin;
vpMiddle: y := (ContainerHeight - Messages.Count * UIFont.RowHeight) div 2 + i*UIFont.RowHeight;
vpUp : y := ContainerHeight-(i+1)*UIFont.RowHeight - VerticalMargin;
end;
UIFont.Print(PositionX + x, PositionY + y, Color, Messages[i].Text);
end;
end;
function TCastleNotifications.GetExists: boolean;
begin
{ optimization, do not even set 2D projection when no messages }
Result := (inherited GetExists) and (Messages.Count <> 0);
end;
procedure TCastleNotifications.Update(const SecondsPassed: Single;
var HandleInput: boolean);
{ Check which messages should time out. }
var
gtc: TMilisecTime;
i: integer;
begin
inherited;
gtc := GetTickCount;
for i := Messages.Count - 1 downto 0 do
if TimeTickSecondLater(Messages[i].Time, gtc, Timeout) then
begin { delete messages 0..I }
Messages.DeleteFirst(I + 1);
VisibleChange;
break;
end;
end;
end.
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