Files
2020-03-04 13:04:10 +01:00

192 lines
6.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Barotrauma.Networking;
using Microsoft.Xna.Framework.Input;
namespace Barotrauma
{
// TODO decide what folder this falls under. Utils? GUI? or just leave where it is. Also probably a better class name name [<- no need to create a separate namespace, maybe a folder?]
/// <summary>
/// A class used for handling special key actions in chat boxes.
/// For example tab completion or up/down arrow key history.
/// </summary>
public class ChatManager
{
private readonly bool loop;
// Maximum items we want to store in the history
private readonly short maxCount = 10;
// List of previously stored messages
private readonly List<string> messageList = new List<string> { string.Empty };
/// Keep track of the registered fields so we don't register them twice
/// I couldn't figure out where to register this in <see cref="NetLobbyScreen"/> where it wouldn't register twice
/// It's probably not the most optimal way of doing this so feel free to change this
/// <seealso cref="NetLobbyScreen.Select"/> where I'm utilizing this
private readonly List<GUITextBox> registers = new List<GUITextBox>();
// Selector index
private int index;
// Local changes we've made into previously stored messages
private string[] localChanges;
public ChatManager(bool loop, short maxCount)
{
this.loop = loop;
this.maxCount = maxCount;
localChanges = new string[maxCount];
}
public ChatManager()
{
localChanges = new string[maxCount];
}
/// <summary>
/// Registers special input actions to the selected input field
/// </summary>
/// <param name="element">GUI Element we want to register</param>
/// <param name="manager">Instance</param>
public static void RegisterKeys(GUITextBox element, ChatManager manager)
{
// If already registered then don't register it again
if (manager.registers.Any(p => element == p)) { return; }
element.OnKeyHit += (sender, key) =>
{
switch (key)
{
// Up/Down Arrow key history action
case Keys.Up:
case Keys.Down:
{
// Up arrow key? go up. Down arrow key? go down. Everything else gets binned
Direction direction = key == Keys.Up ? Direction.Up : (key == Keys.Down ? Direction.Down : Direction.Other);
string newMessage = manager.SelectMessage(direction, element.Text);
// Don't do anything if we didn't find anything
if (newMessage == null) { return; }
element.Text = newMessage;
break;
}
case Keys.Tab:
// TODO tab completion behavior, maybe?
break;
}
};
manager.registers.Add(element);
}
// Store a new message
public void Store(string message)
{
Clear();
var strip = StripMessage(message);
if (string.IsNullOrWhiteSpace(strip)) { return; }
if (messageList.Count > 1 && messageList[1] == message) { return; }
// insert to the second position as the first position is reserved for the original message if any
messageList.Insert(1, message);
// we don't want to add too many messages
if (messageList.Count > maxCount)
{
messageList.RemoveAt(messageList.Count - 1);
}
// [It's also possible to lambdas too in short methods, if you like: string StripMessage(string text) => ChatMessage.GetChatMessageCommand(text, out string msg);]
static string StripMessage(string text)
{
ChatMessage.GetChatMessageCommand(text, out string msg);
return msg;
}
}
/// <summary>
/// Call this function whenever we should stop doing special stuff and return normal behavior.
/// For example when you deselect the chat box.
/// </summary>
public void Clear()
{
index = 0;
localChanges = new string[maxCount];
}
/// <summary>
/// Scroll up or down on the message history and return a message
/// </summary>
/// <param name="direction">Direction we want to scroll the stack</param>
/// <param name="original">Leftover text that is in the chat box when we override it</param>
/// <returns>A message or null</returns>
private string SelectMessage(Direction direction, string original)
{
var originalIndex = index;
while (true)
{
if (direction == Direction.Other)
{
return null;
}
// temporarily save our changes in case we fat-finger and want to go back
localChanges[index] = original;
var dir = (int) direction;
var nextIndex = (index + dir);
if (loop && messageList.Count > 1)
{
nextIndex = LoopAround(nextIndex);
}
else
{
if (nextIndex > messageList.Count - 1)
{
return null;
}
}
if (nextIndex >= 0 && EntryAt(nextIndex) == original && nextIndex != originalIndex && originalIndex != 0)
{
index = nextIndex;
continue;
}
return nextIndex < 0 ? localChanges.FirstOrDefault() : EntryAt(index = nextIndex);
string EntryAt(int i)
{
// if we've previously edited the entry then give us that, else give us the original message
return localChanges[i] ?? messageList[i];
}
int LoopAround(int next)
{
if (next > (messageList.Count - 1))
{
return 1;
}
if (next < 1)
{
return messageList.Count - 1;
}
return next;
}
}
}
// Used for Up/Down arrow key action
private enum Direction
{
Up = 1,
Down = -1,
Other = 0
}
}
}