blob: 9bb5738631982ca77da0fcc758dccaf0720f4301 [file] [log] [blame] [raw]
package li.cil.oc.common.component
import li.cil.oc.api.network.{Message, Node, Visibility}
import li.cil.oc.common.tileentity
import li.cil.oc.util.ExtendedNBT._
import li.cil.oc.util.{PackedColor, TextBuffer}
import li.cil.oc.{api, Settings}
import net.minecraft.nbt.NBTTagCompound
import scala.collection.convert.WrapAsScala._
class Buffer(val owner: Buffer.Owner) extends api.network.Environment {
val node = api.Network.newNode(this, Visibility.Network).
withComponent("screen").
withConnector().
create()
val buffer = new TextBuffer(maxResolution, maxDepth)
def maxResolution = Settings.screenResolutionsByTier(owner.tier)
def maxDepth = Settings.screenDepthsByTier(owner.tier)
// ----------------------------------------------------------------------- //
def text = buffer.toString
def lines = buffer.buffer
def color = buffer.color
// ----------------------------------------------------------------------- //
def depth = buffer.depth
def depth_=(value: PackedColor.Depth.Value) = {
if (value > maxDepth)
throw new IllegalArgumentException("unsupported depth")
if (buffer.depth = value) {
owner.onScreenDepthChange(value)
true
}
else false
}
def foreground = buffer.foreground
def foreground_=(value: Int) = {
if (buffer.foreground != value) {
val result = buffer.foreground
buffer.foreground = value
owner.onScreenColorChange(foreground, background)
result
}
else value
}
def background = buffer.background
def background_=(value: Int) = {
if (buffer.background != value) {
val result = buffer.background
buffer.background = value
owner.onScreenColorChange(foreground, background)
result
}
else value
}
def resolution = buffer.size
def resolution_=(value: (Int, Int)) = {
val (w, h) = value
val (mw, mh) = maxResolution
if (w < 1 || w > mw || h < 1 || h > mh)
throw new IllegalArgumentException("unsupported resolution")
if (buffer.size = value) {
if (node != null) {
node.sendToReachable("computer.signal", "screen_resized", Int.box(w), Int.box(h))
}
owner.onScreenResolutionChange(w, h)
true
}
else false
}
def get(col: Int, row: Int) = buffer.get(col, row)
def set(col: Int, row: Int, s: String) = if (col < buffer.width && (col >= 0 || -col < s.length)) {
// Make sure the string isn't longer than it needs to be, in particular to
// avoid sending too much data to our clients.
val (x, truncated) =
if (col < 0) (0, s.substring(-col))
else (col, s.substring(0, math.min(s.length, buffer.width - col)))
if (buffer.set(x, row, truncated))
owner.onScreenSet(x, row, truncated)
}
def fill(col: Int, row: Int, w: Int, h: Int, c: Char) =
if (buffer.fill(col, row, w, h, c))
owner.onScreenFill(col, row, w, h, c)
def copy(col: Int, row: Int, w: Int, h: Int, tx: Int, ty: Int) =
if (buffer.copy(col, row, w, h, tx, ty))
owner.onScreenCopy(col, row, w, h, tx, ty)
// ----------------------------------------------------------------------- //
override def onConnect(node: Node) {}
override def onDisconnect(node: Node) {}
override def onMessage(message: Message) {}
// ----------------------------------------------------------------------- //
// TODO remove compatibility check for older saves in version 1.3 or so.
def load(nbt: NBTTagCompound) = {
if (nbt.hasKey("node")) node.load(nbt.getCompoundTag("node"))
else node.load(nbt.getCompoundTag(Settings.namespace + "node"))
if (nbt.hasKey("buffer")) buffer.load(nbt.getCompoundTag("buffer"))
else buffer.load(nbt.getCompoundTag(Settings.namespace + "buffer"))
}
// Null check for Waila (and other mods that may call this client side).
def save(nbt: NBTTagCompound) = if (node != null) {
// Happy thread synchronization hack! Here's the problem: GPUs allow direct
// calls for modifying screens to give a more responsive experience. This
// causes the following problem: when saving, if the screen is saved first,
// then the executor runs in parallel and changes the screen *before* the
// server thread begins saving that computer, the saved computer will think
// it changed the screen, although the saved screen wasn't. To avoid that we
// wait for all computers the screen is connected to to finish their current
// execution and pausing them (which will make them resume in the next tick
// when their update() runs).
if (node.network != null) {
for (node <- node.reachableNodes) node.host match {
case host: tileentity.traits.Computer if !host.isPaused =>
host.pause(0.1)
case _ =>
}
}
nbt.setNewCompoundTag(Settings.namespace + "node", node.save)
nbt.setNewCompoundTag(Settings.namespace + "buffer", buffer.save)
}
}
object Buffer {
import li.cil.oc.client.gui
trait Owner {
protected var _currentGui: Option[gui.Buffer] = None
def currentGui = _currentGui
def currentGui_=(value: Option[gui.Buffer]) = _currentGui = value
def tier: Int
def onScreenColorChange(foreground: Int, background: Int)
def onScreenCopy(col: Int, row: Int, w: Int, h: Int, tx: Int, ty: Int)
def onScreenDepthChange(depth: PackedColor.Depth.Value)
def onScreenFill(col: Int, row: Int, w: Int, h: Int, c: Char)
def onScreenResolutionChange(w: Int, h: Int)
def onScreenSet(col: Int, row: Int, s: String)
}
}