Add Console class for reading stdout using GPU

This commit is contained in:
Cruel
2015-08-17 02:24:40 -04:00
parent 6c22459327
commit f44de31053
2 changed files with 211 additions and 0 deletions
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#ifndef CPP3DS_CONSOLE_HPP
#define CPP3DS_CONSOLE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <cpp3ds/System/NonCopyable.hpp>
#include <cpp3ds/Graphics/Drawable.hpp>
#include <cpp3ds/Graphics/Font.hpp>
#include <cpp3ds/Graphics/Text.hpp>
namespace cpp3ds
{
extern std::vector<String> g_stdout;
////////////////////////////////////////////////////////////
/// \brief Class holding a valid drawing context
///
////////////////////////////////////////////////////////////
class Console : public Drawable
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// The constructor creates and activates the context
///
////////////////////////////////////////////////////////////
Console();
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// The destructor deactivates and destroys the context
///
////////////////////////////////////////////////////////////
~Console();
public:
void create();
void update(float delta);
void write(String text);
bool processEvent(Event& event);
void setVisible(bool visible);
private:
////////////////////////////////////////////////////////////
/// \brief Draw the console to a render target
///
/// \param target Render target to draw to
/// \param states Current render states
///
////////////////////////////////////////////////////////////
virtual void draw(RenderTarget& target, RenderStates states) const;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Font m_font;
std::vector<Text> m_lines;
unsigned int m_limit;
bool m_initialized;
bool m_visible;
};
} // namespace cpp3ds
#endif // CPP3DS_CONSOLE_HPP
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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <vector>
#include <cpp3ds/Config.hpp>
#include <cpp3ds/Window/Event.hpp>
#include <cpp3ds/Graphics/Console.hpp>
#include <cpp3ds/Window/GlContext.hpp>
#include <cpp3ds/Graphics/RenderTarget.hpp>
#include <cpp3ds/Resources.hpp>
#include <stdio.h>
#ifndef EMULATION
#include <sys/iosupport.h>
#endif
namespace cpp3ds {
std::vector<String> g_stdout;
}
extern "C" {
#ifndef EMULATION
ssize_t console_write(struct _reent *r, int fd, const char *ptr, size_t len) {
cpp3ds::g_stdout.push_back(cpp3ds::String(ptr));
return len;
}
static const devoptab_t dotab_stdout = {
"con", 0, NULL, NULL, console_write, NULL, NULL, NULL
};
#endif
}
namespace cpp3ds
{
////////////////////////////////////////////////////////////
Console::Console()
{
//
}
////////////////////////////////////////////////////////////
Console::~Console()
{
if (m_initialized)
{
//
}
}
////////////////////////////////////////////////////////////
void Console::create()
{
if (!m_initialized) {
m_initialized = true;
#ifndef EMULATION
devoptab_list[STD_OUT] = &dotab_stdout;
devoptab_list[STD_ERR] = &dotab_stdout;
setvbuf(stdout, NULL, _IONBF, 0);
setvbuf(stderr, NULL, _IONBF, 0);
priv::ResourceInfo font = priv::core_resources["sansation.ttf"];
m_font.loadFromMemory(font.data, font.size);
#endif
m_limit = 1000;
}
}
////////////////////////////////////////////////////////////
void Console::update(float delta)
{
for (String& s : g_stdout)
write(s);
g_stdout.clear();
if (m_lines.size() > m_limit)
m_lines.erase(m_lines.begin(), m_lines.end() - m_limit);
}
////////////////////////////////////////////////////////////
void Console::write(String text)
{
Text line(text, m_font, 12);
m_lines.push_back(line);
}
////////////////////////////////////////////////////////////
bool Console::processEvent(Event& event)
{
if (event.type == Event::KeyPressed) {
if (event.key.code == Keyboard::A) {
m_visible = !m_visible;
return false;
}
}
// Allow event to also be processed by the game
return true;
}
////////////////////////////////////////////////////////////
void Console::setVisible(bool visible)
{
m_visible = visible;
}
////////////////////////////////////////////////////////////
void Console::draw(RenderTarget& target, RenderStates states) const
{
if (!m_visible)
return;
int h = 240;
int i = m_lines.size();
while (h > 0 && i > 0) {
Text text = m_lines[--i];
h -= text.getGlobalBounds().height;
text.setPosition(0, h);
target.draw(text);
}
}
} // namespace cpp3ds