Cyber/Assets/Scripts/Console/DebugConsole.cs

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6.1 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UI;
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namespace Cyber.Console {
/// <summary>
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/// Controls an input and an output to implement a console interface to call
/// arbitrary commands which can be set from anywhere in the program through
/// <see cref="Term"/>.
/// </summary>
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public class DebugConsole : MonoBehaviour {
private static readonly Regex CommandPartRegex = new Regex("([^ \"]+ )|(\"[^\"]+\")");
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/// <summary>
/// The parent of the <see cref="InputField"/> and <see cref="TextField"/>.
/// </summary>
public GameObject Panel;
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/// <summary>
/// The input for the console.
/// </summary>
public InputField InputField;
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/// <summary>
/// The output for the console.
/// </summary>
public Text TextField;
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/// <summary>
/// Controls the visibility of the console. For how this is controlled in-game, see <see cref="Update"/>.
/// </summary>
public bool Visible = false;
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private Dictionary<string, DebugConsoleAction> Actions = new Dictionary<string, DebugConsoleAction>();
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/// <summary>
/// Creates a new <see cref="DebugConsole"/>, and sets the <see cref="Term"/>'s singleton.
/// </summary>
public DebugConsole() {
Term.SetDebugConsole(this);
}
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/// <summary>
/// Tries to call the command in the <see cref="InputField"/>.
/// </summary>
public void CallCommand() {
if (InputField.text.Length == 0) {
return;
}
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Println(InputField.text);
List<string> Arguments = new List<string>();
MatchCollection Matches = CommandPartRegex.Matches(InputField.text + " ");
for (int i = 0; i < Matches.Count; i++) {
Arguments.Add(Matches[i].Value.Replace('"', ' ').Trim());
}
foreach (string Action in Actions.Keys) {
string[] Parts = Action.Split(' ');
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if (Arguments.Count == Parts.Length && Arguments[0].Equals(Parts[0])) {
Arguments.RemoveAt(0);
Actions[Action].Call(Arguments);
break;
}
}
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InputField.text = "";
InputField.ActivateInputField();
}
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/// <summary>
/// Adds a command to be used in the console.
/// </summary>
/// <param name="command">The command template that should be used.
/// eg. "print (text)" or "add (number) (number)".</param>
/// <param name="description">Description.</param>
/// <param name="action">Action.</param>
public void AddCommand(string command, string description, DebugConsoleAction.Action action) {
string PrettyDescription = command;
foreach (string Line in description.Split('\n')) {
PrettyDescription += "\n " + Line;
}
Actions[command] = new DebugConsoleAction(PrettyDescription, action);
}
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/// <summary>
/// Prints text into the DebugConsole and adds a newline.
/// </summary>
/// <param name="text">Text.</param>
public void Println(string text) {
Print(text + "\n");
}
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/// <summary>
/// Prints text into the Console.
/// </summary>
/// <param name="text">Text.</param>
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/// \todo Handle removing history when it gets very long. Very long console logs might cause problems when displaying new prints.
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public void Print(string text) {
TextField.text += text;
}
private void Start() {
AddCommand("help", "Lists all commands.", (args) => {
Println("Commands:");
foreach (string Action in Actions.Keys) {
Println("- " + Action);
}
});
AddCommand("help (command)", "Describes the given command.", (args) => {
// Check complete versions of the names (so you can do eg. help "help (command)")
foreach (string Action in Actions.Keys) {
if (Action.Equals(args[0])) {
Println(Actions[Action].Description);
return;
}
}
// Check just names
foreach (string Action in Actions.Keys) {
string[] Parts = Action.Split(' ');
if (Parts[0].Equals(args[0])) {
Println(Actions[Action].Description);
return;
}
}
Println("That command doesn't exist.");
});
AddCommand("print (text)", "Prints the given text.", (args) => {
Println(args[0]);
});
AddCommand("shutdown", "Shuts the game down.", (args) => {
Application.Quit();
});
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}
private void Update() {
// Inputs
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if (Input.GetButtonDown("Console Toggle")) {
Visible = !Visible;
}
if (Input.GetButtonDown("Enter Command")) {
CallCommand();
}
// Slide up/down animation
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RectTransform Rect = Panel.GetComponent<RectTransform>();
Vector2 OffsetMin = Rect.offsetMin;
if (Visible) {
if (OffsetMin.y > 1) {
OffsetMin.y = Mathf.Lerp(OffsetMin.y, 0, 5f * Time.deltaTime);
}
if (!InputField.isFocused) {
InputField.ActivateInputField();
}
} else {
if (1000 - OffsetMin.y > 1) {
OffsetMin.y = Mathf.Lerp(OffsetMin.y, 1000, 1f * Time.deltaTime);
}
if (InputField.isFocused) {
InputField.DeactivateInputField();
}
}
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Rect.offsetMin = OffsetMin;
}
}
}