Name | Type | is_array | initial_value |
do; local _, codeLoc = pcall(error, "", 2) --get line number where DebugUtils begins.
--[[
--------------------------
-- | Debug Utils 2.0a | --
--------------------------
--> https://www.hiveworkshop.com/threads/lua-debug-utils-incl-ingame-console.353720/
- by Eikonium, with special thanks to:
- @Bribe, for pretty table print, showing that xpcall's message handler executes before the stack unwinds and useful suggestions like name caching and stack trace improvements.
- @Jampion, for useful suggestions like print caching and applying Debug.try to all code entry points
- @Luashine, for useful feedback and building "WC3 Debug Console Paste Helper" (https://github.com/Luashine/wc3-debug-console-paste-helper#readme)
- @HerlySQR, for showing a way to get a stack trace in Wc3 (https://www.hiveworkshop.com/threads/lua-getstacktrace.340841/)
- @Macadamia, for showing a way to print warnings upon accessing undeclared globals, where this all started with (https://www.hiveworkshop.com/threads/lua-very-simply-trick-to-help-lua-users-track-syntax-errors.326266/)
-----------------------------------------------------------------------------------------------------------------------------
| Provides debugging utility for Wc3-maps using Lua. |
| |
| Including: |
| 1. Automatic ingame error messages upon running erroneous code from triggers or timers. |
| 2. Ingame Console that allows you to execute code via Wc3 ingame chat. |
| 3. Automatic warnings upon reading undeclared globals (which also triggers after misspelling globals) |
| 4. Debug-Library functions for manual error handling. |
| 5. Caching of loading screen print messages until game start (which simplifies error handling during loading screen) |
| 6. Overwritten tostring/print-functions to show the actual string-name of an object instead of the memory position. |
| 7. Conversion of war3map.lua-error messages to local file error messages. |
| 8. Other useful debug utility (table.print and Debug.wc3Type) |
-----------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| Installation: |
| |
| 1. Copy the code (DebugUtils.lua, StringWidth.lua and IngameConsole.lua) into your map. Use script files (Ctrl+U) in your trigger editor, not text-based triggers! |
| 2. Order the files: DebugUtils above StringWidth above IngameConsole. Make sure they are above ALL other scripts (crucial for local line number feature). |
| 3. Adjust the settings in the settings-section further below to receive the debug environment that fits your needs. |
| |
| Deinstallation: |
| |
| - Debug Utils is meant to provide debugging utility and as such, shall be removed or invalidated from the map closely before release. |
| - Optimally delete the whole Debug library. If that isn't suitable (because you have used library functions at too many places), you can instead replace Debug Utils |
| by the following line of code that will invalidate all Debug functionality (without breaking your code): |
| Debug = setmetatable({try = function(...) return select(2,pcall(...)) end}, {__index = function(t,k) return DoNothing end}); try = Debug.try |
| - If that is also not suitable for you (because your systems rely on the Debug functionality to some degree), at least set ALLOW_INGAME_CODE_EXECUTION to false. |
| - Be sure to test your map thoroughly after removing Debug Utils. |
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------
* Documentation and API-Functions:
*
* - All automatic functionality provided by Debug Utils can be deactivated using the settings directly below the documentation.
*
* -------------------------
* | Ingame Code Execution |
* -------------------------
* - Debug Utils provides the ability to run code via chat command from within Wc3, if you have conducted step 3 from the installation section.
* - You can either open the ingame console by typing "-console" into the chat, or directly execute code by typing "-exec <code>".
* - See IngameConsole script for further documentation.
*
* ------------------
* | Error Handling |
* ------------------
* - Debug Utils automatically applies error handling (i.e. Debug.try) to code executed by your triggers and timers (error handling means that error messages are printed on screen, if anything doesn't run properly).
* - You can still use the below library functions for manual debugging.
*
* Debug.try(funcToExecute, ...) / try(funcToExecute, ...) -> ...
* - Calls the specified function with the specified parameters in protected mode (i.e. code after Debug.try will continue to run even if the function fails to execute).
* - If the call is successful, returns the specified function's original return values (so p1 = Debug.try(Player, 0) will work fine).
* - If the call is unsuccessful, prints an error message on screen (including stack trace and parameters you have potentially logged before the error occured)
* - By default, the error message consists of a line-reference to war3map.lua (which you can look into by forcing a syntax error in WE or by exporting it from your map via File -> Export Script).
* You can get more helpful references to local script files instead, see section about "Local script references".
* - Example: Assume you have a code line like "func(param1,param2)", which doesn't work and you want to know why.
* Option 1: Change it to "Debug.try(func, param1, param2)", i.e. separate the function from the parameters.
* Option 2: Change it to "Debug.try(function() return func(param1, param2) end)", i.e. pack it into an anonymous function (optionally skip the return statement).
* Debug.log(...)
* - Logs the specified parameters to the Debug-log. The Debug-log will be printed upon the next error being catched by Debug.try, Debug.assert or Debug.throwError.
* - The Debug-log will only hold one set of parameters per code-location. That means, if you call Debug.log() inside any function, only the params saved within the latest call of that function will be kept.
* Debug.throwError(...)
* - Prints an error message including document, line number, stack trace, previously logged parameters and all specified parameters on screen. Parameters can have any type.
* - In contrast to Lua's native error function, this can be called outside of protected mode and doesn't halt code execution.
* Debug.assert(condition:boolean, errorMsg:string, ...) -> ...
* - Prints the specified error message including document, line number, stack trace and previously logged parameters on screen, IF the specified condition fails (i.e. resolves to false/nil).
* - Returns ..., IF the specified condition holds.
* - This works exactly like Lua's native assert, except that it also works outside of protected mode and does not halt code execution.
* Debug.traceback() -> string
* - Returns the stack trace at the position where this is called. You need to manually print it.
* Debug.getLine([depth: integer]) -> integer?
* - Returns the line in war3map.lua, where this function is executed.
* - You can specify a depth d >= 1 to instead return the line, where the d-th function in the stack trace was called. I.e. depth = 2 will return the line of execution of the function that calls Debug.getLine.
* - Due to Wc3's limited stack trace ability, this might sometimes return nil for depth >= 3, so better apply nil-checks on the result.
* Debug.getLocalErrorMsg(errorMsg:string) -> string
* - Takes an error message containing a file and a linenumber and converts war3map.lua-lines to local document lines as defined by uses of Debug.beginFile() and Debug.endFile().
* - Error Msg must be formatted like "<document>:<linenumber><Rest>".
*
* -----------------------------------
* | Warnings for undeclared globals |
* -----------------------------------
* - DebugUtils will print warnings on screen, if you read an undeclared global variable.
* - This is technically the case, when you misspelled on a function name, like calling CraeteUnit instead of CreateUnit.
* - Keep in mind though that the same warning will pop up after reading a global that was intentionally nilled. If you don't like this, turn of this feature in the settings.
*
* -----------------
* | Print Caching |
* -----------------
* - DebugUtils caches print()-calls occuring during loading screen and delays them to after game start.
* - This also applies to loading screen error messages, so you can wrap erroneous parts of your Lua root in Debug.try-blocks and see the message after game start.
*
* -------------------------
* | Local File Stacktrace |
* -------------------------
* - By default, error messages and stack traces printed by the error handling functionality of Debug Utils contain references to war3map.lua (a big file just appending all your local scripts).
* - The Debug-library provides the two functions below to index your local scripts, activating local file names and line numbers (matching those in your IDE) instead of the war3map.lua ones.
* - This allows you to inspect errors within your IDE (VSCode) instead of the World Editor.
*
* Debug.beginFile(fileName: string [, depth: integer])
* - Tells the Debug library that the specified file begins exactly here (i.e. in the line, where this is called).
* - Using this improves stack traces of error messages. "war3map.lua"-references between <here> and the next Debug.endFile() will be converted to file-specific references.
* - All war3map.lua-lines located between the call of Debug.beginFile(fileName) and the next call of Debug.beginFile OR Debug.endFile are treated to be part of "fileName".
* - !!! To be called in the Lua root in Line 1 of every document you wish to track. Line 1 means exactly line 1, before any comment! This way, the line shown in the trace will exactly match your IDE.
* - Depth can be ignored, except if you want to use a custom wrapper around Debug.beginFile(), in which case you need to set the depth parameter to 1 to record the line of the wrapper instead of the line of Debug.beginFile().
* Debug.endFile([depth: integer])
* - Ends the current file that was previously begun by using Debug.beginFile(). War3map.lua-lines after this will not be converted until the next instance of Debug.beginFile().
* - The next call of Debug.beginFile() will also end the previous one, so using Debug.endFile() is optional. Mainly recommended to use, if you prefer to have war3map.lua-references in a certain part of your script (such as within GUI triggers).
* - Depth can be ignored, except if you want to use a custom wrapper around Debug.endFile(), you need to increase the depth parameter to 1 to record the line of the wrapper instead of the line of Debug.endFile().
*
* ----------------
* | Name Caching |
* ----------------
* - DebugUtils overwrites the tostring-function so that it prints the name of a non-primitive object (if available) instead of its memory position. The same applies to print().
* - For instance, print(CreateUnit) will show "function: CreateUnit" on screen instead of "function: 0063A698".
* - The table holding all those names is referred to as "Name Cache".
* - All names of objects in global scope will automatically be added to the Name Cache both within Lua root and again at game start (to get names for overwritten natives and your own objects).
* - New names entering global scope will also automatically be added, even after game start. The same applies to subtables of _G up to a depth of Debug.settings.NAME_CACHE_DEPTH.
* - Objects within subtables will be named after their parent tables and keys. For instance, the name of the function within T = {{bla = function() end}} is "T[1].bla".
* - The automatic adding doesn't work for objects saved into existing variables/keys after game start (because it's based on __newindex metamethod which simply doesn't trigger)
* - You can manually add names to the name cache by using the following API-functions:
*
* Debug.registerName(whichObject:any, name:string)
* - Adds the specified object under the specified name to the name cache, letting tostring and print output "<type>: <name>" going foward.
* - The object must be non-primitive, i.e. this won't work on strings, numbers and booleans.
* - This will overwrite existing names for the specified object with the specified name.
* Debug.registerNamesFrom(parentTable:table [, parentTableName:string] [, depth])
* - Adds names for all values from within the specified parentTable to the name cache.
* - Names for entries will be like "<parentTableName>.<key>" or "<parentTableName>[<key>]" (depending on the key type), using the existing name of the parentTable from the name cache.
* - You can optionally specify a parentTableName to use that for the entry naming instead of the existing name. Doing so will also register that name for the parentTable, if it doesn't already has one.
* - Specifying the empty string as parentTableName will suppress it in the naming and just register all values as "<key>". Note that only string keys will be considered this way.
* - In contrast to Debug.registerName(), this function will NOT overwrite existing names, but just add names for new objects.
* Debug.oldTostring(object:any) -> string
* - The old tostring-function in case you still need outputs like "function: 0063A698".
*
* -----------------
* | Other Utility |
* -----------------
*
* Debug.wc3Type(object:any) -> string
* - Returns the Warcraft3-type of the input object. E.g. Debug.wc3Type(Player(0)) will return "player".
* - Returns type(object), if used on Lua-objects.
* table.tostring(whichTable [, depth:integer] [, pretty_yn:boolean])
* - Creates a list of all (key,value)-pairs from the specified table. Also lists subtable entries up to the specified depth (unlimited, if not specified).
* - E.g. for T = {"a", 5, {7}}, table.tostring(T) would output '{(1, "a"), (2, 5), (3, {(1, 7)})}' (if using concise style, i.e. pretty_yn being nil or false).
* - Not specifying a depth can potentially lead to a stack overflow for self-referential tables (e.g X = {}; X[1] = X). Choose a sensible depth to prevent this (in doubt start with 1 and test upwards).
* - Supports pretty style by setting pretty_yn to true. Pretty style is linebreak-separated, uses indentations and has other visual improvements. Use it on small tables only, because Wc3 can't show that many linebreaks at once.
* - All of the following is valid syntax: table.tostring(T), table.tostring(T, depth), table.tostring(T, pretty_yn) or table.tostring(T, depth, pretty_yn).
* - table.tostring is not multiplayer-synced.
* table.print(whichTable [, depth:integer] [, pretty_yn:boolean])
* - Prints table.tostring(...).
*
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------]]
-- disable sumneko extension warnings for imported resource
---@diagnostic disable
----------------
--| Settings |--
----------------
Debug = {
--BEGIN OF SETTINGS--
settings = {
SHOW_TRACE_ON_ERROR = true ---Set to true to show a stack trace on every error in addition to the regular message (msg sources: automatic error handling, Debug.try, Debug.throwError, ...)
, USE_TRY_ON_TRIGGERADDACTION = true ---Set to true for automatic error handling on TriggerAddAction (applies Debug.try on every trigger action).
, USE_TRY_ON_CONDITION = true ---Set to true for automatic error handling on boolexpressions created via Condition() or Filter() (essentially applies Debug.try on every trigger condition).
, USE_TRY_ON_TIMERSTART = true ---Set to true for automatic error handling on TimerStart (applies Debug.try on every timer callback).
, USE_TRY_ON_COROUTINES = true ---Set to true for improved stack traces on errors within coroutines (applies Debug.try on coroutine.create and coroutine.wrap). This lets stack traces point to the erroneous function executed within the coroutine (instead of the function creating the coroutine).
, ALLOW_INGAME_CODE_EXECUTION = true ---Set to true to enable IngameConsole and -exec command.
, WARNING_FOR_UNDECLARED_GLOBALS = true ---Set to true to print warnings upon accessing undeclared globals (i.e. globals with nil-value). This is technically the case after having misspelled on a function name (like CraeteUnit instead of CreateUnit).
, SHOW_TRACE_FOR_UNDECLARED_GLOBALS = false ---Set to true to include a stack trace into undeclared global warnings. Only takes effect, if WARNING_FOR_UNDECLARED_GLOBALS is also true.
, USE_PRINT_CACHE = true ---Set to true to let print()-calls during loading screen be cached until the game starts.
, PRINT_DURATION = nil ---Adjust the duration in seconds that values printed by print() last on screen. Set to nil to use default duration (which depends on string length).
, USE_NAME_CACHE = true ---Set to true to let tostring/print output the string-name of an object instead of its memory location (except for booleans/numbers/strings). E.g. print(CreateUnit) will output "function: CreateUnit" instead of "function: 0063A698".
, AUTO_REGISTER_NEW_NAMES = true ---Automatically adds new names from global scope (and subtables of _G up to NAME_CACHE_DEPTH) to the name cache by adding metatables with the __newindex metamethod to ALL tables accessible from global scope.
, NAME_CACHE_DEPTH = 0 ---Set to 0 to only affect globals. Experimental feature: Set to an integer > 0 to also cache names for subtables of _G (up to the specified depth). Warning: This will alter the __newindex metamethod of subtables of _G (but not break existing functionality).
}
--END OF SETTINGS--
--START OF CODE--
, data = {
nameCache = {} ---@type table<any,string> contains the string names of any object in global scope (random for objects that have multiple names)
, nameCacheMirror = {} ---@type table<string,any> contains the (name,object)-pairs of all objects in the name cache. Used to prevent name duplicates that might otherwise occur upon reassigning globals.
, nameDepths = {} ---@type table<any,integer> contains the depth of the name used by by any object in the name cache (i.e. the depth within the parentTable).
, autoIndexedTables = {} ---@type table<table,boolean> contains (t,true), if DebugUtils already set a __newindex metamethod for name caching in t. Prevents double application.
, paramLog = {} ---@type table<string,string> saves logged information per code location. to be filled by Debug.log(), to be printed by Debug.try()
, sourceMap = {{firstLine= 1,file='DebugUtils'}} ---@type table<integer,{firstLine:integer,file:string,lastLine?:integer}> saves lines and file names of all documents registered via Debug.beginFile().
, printCache = {n=0} ---@type string[] contains the strings that were attempted to print during loading screen.
}
}
--localization
local settings, paramLog, nameCache, nameDepths, autoIndexedTables, nameCacheMirror, sourceMap, printCache = Debug.settings, Debug.data.paramLog, Debug.data.nameCache, Debug.data.nameDepths, Debug.data.autoIndexedTables, Debug.data.nameCacheMirror, Debug.data.sourceMap, Debug.data.printCache
--Write DebugUtils first line number to sourceMap:
---@diagnostic disable-next-line: need-check-nil
Debug.data.sourceMap[1].firstLine = tonumber(codeLoc:match(":\x25d+"):sub(2,-1))
-------------------------------------------------
--| File Indexing for local Error Msg Support |--
-------------------------------------------------
-- Functions for war3map.lua -> local file conversion for error messages.
---Returns the line number in war3map.lua, where this is called (for depth = 0).
---Choose a depth > 0 to instead return the line, where the corresponding function in the stack leading to this call is executed.
---@param depth? integer default: 0.
---@return number?
function Debug.getLine(depth)
depth = depth or 0
local _, location = pcall(error, "", depth + 3) ---@diagnostic disable-next-line: need-check-nil
local line = location:match(":\x25d+") --extracts ":1000" from "war3map.lua:1000:..."
return tonumber(line and line:sub(2,-1)) --check if line is nil before applying string.sub to prevent errors (nil can result from string.match above, although it should never do so in our case)
end
---Tells the Debug library that the specified file begins exactly here (i.e. in the line, where this is called).
---
---Using this improves stack traces of error messages. Stack trace will have "war3map.lua"-references between this and the next Debug.endFile() converted to file-specific references.
---
---To be called in the Lua root in Line 1 of every file you wish to track! Line 1 means exactly line 1, before any comment! This way, the line shown in the trace will exactly match your IDE.
---
---If you want to use a custom wrapper around Debug.beginFile(), you need to increase the depth parameter to 1 to record the line of the wrapper instead of the line of Debug.beginFile().
---@param fileName string
---@param depth? integer default: 0. Set to 1, if you call this from a wrapper (and use the wrapper in line 1 of every document).
---@param lastLine? integer Ignore this. For compatibility with Total Initialization.
function Debug.beginFile(fileName, depth, lastLine)
depth, fileName = depth or 0, fileName or '' --filename is not actually optional, we just default to '' to prevent crashes.
local line = Debug.getLine(depth + 1)
if line then --for safety reasons. we don't want to add a non-existing line to the sourceMap
table.insert(sourceMap, {firstLine = line, file = fileName, lastLine = lastLine}) --automatically sorted list, because calls of Debug.beginFile happen logically in the order of the map script.
end
end
---Tells the Debug library that the file previously started with Debug.beginFile() ends here.
---This is in theory optional to use, as the next call of Debug.beginFile will also end the previous. Still good practice to always use this in the last line of every file.
---If you want to use a custom wrapper around Debug.endFile(), you need to increase the depth parameter to 1 to record the line of the wrapper instead of the line of Debug.endFile().
---@param depth? integer
function Debug.endFile(depth)
depth = depth or 0
local line = Debug.getLine(depth + 1)
sourceMap[#sourceMap].lastLine = line
end
---Takes an error message containing a file and a linenumber and converts both to local file and line as saved to Debug.sourceMap.
---@param errorMsg string must be formatted like "<document>:<linenumber><RestOfMsg>".
---@return string convertedMsg a string of the form "<localDocument>:<localLinenumber><RestOfMsg>"
function Debug.getLocalErrorMsg(errorMsg)
local startPos, endPos = errorMsg:find(":\x25d*") --start and end position of line number. The part before that is the document, part after the error msg.
if startPos and endPos then --can be nil, if input string was not of the desired form "<document>:<linenumber><RestOfMsg>".
local document, line, rest = errorMsg:sub(1, startPos), tonumber(errorMsg:sub(startPos+1, endPos)), errorMsg:sub(endPos+1, -1) --get error line in war3map.lua
if document == 'war3map.lua:' and line then --only convert war3map.lua-references to local position. Other files such as Blizzard.j.lua are not converted (obiously).
for i = #sourceMap, 1, -1 do --find local file containing the war3map.lua error line.
if line >= sourceMap[i].firstLine then --war3map.lua line is part of sourceMap[i].file
if not sourceMap[i].lastLine or line <= sourceMap[i].lastLine then --if lastLine is given, we must also check for it
return sourceMap[i].file .. ":" .. (line - sourceMap[i].firstLine + 1) .. rest
else --if line is larger than firstLine and lastLine of sourceMap[i], it is not part of a tracked file -> return global war3map.lua position.
break --prevent return within next step of the loop ("line >= sourceMap[i].firstLine" would be true again, but wrong file)
end
end
end
end
end
return errorMsg
end
local convertToLocalErrorMsg = Debug.getLocalErrorMsg
----------------------
--| Error Handling |--
----------------------
local concat
---Applies tostring() on all input params and concatenates them 4-space-separated.
---@param firstParam any
---@param ... any
---@return string
concat = function(firstParam, ...)
if select('#', ...) == 0 then
return tostring(firstParam)
end
return tostring(firstParam) .. ' ' .. concat(...)
end
---Returns the stack trace between the specified startDepth and endDepth.
---The trace lists file names and line numbers. File name is only listed, if it has changed from the previous traced line.
---The previous file can also be specified as an input parameter to suppress the first file name in case it's identical.
---@param startDepth integer
---@param endDepth integer
---@return string trace
local function getStackTrace(startDepth, endDepth)
local trace, separator = "", ""
local _, lastFile, tracePiece, lastTracePiece
for loopDepth = startDepth, endDepth do --get trace on different depth level
_, tracePiece = pcall(error, "", loopDepth) ---@type boolean, string
tracePiece = convertToLocalErrorMsg(tracePiece)
if #tracePiece > 0 and lastTracePiece ~= tracePiece then --some trace pieces can be empty, but there can still be valid ones beyond that
trace = trace .. separator .. ((tracePiece:match("^.-:") == lastFile) and tracePiece:match(":\x25d+"):sub(2,-1) or tracePiece:match("^.-:\x25d+"))
lastFile, lastTracePiece, separator = tracePiece:match("^.-:"), tracePiece, " <- "
end
end
return trace
end
---Message Handler to be used by the try-function below.
---Adds stack trace plus formatting to the message and prints it.
---@param errorMsg string
---@param startDepth? integer default: 4 for use in xpcall
local function errorHandler(errorMsg, startDepth)
startDepth = startDepth or 4 --xpcall doesn't specify this param, so it defaults to 4 in this case
errorMsg = convertToLocalErrorMsg(errorMsg)
--Print original error message and stack trace.
print("|cffff5555ERROR at " .. errorMsg .. "|r")
if settings.SHOW_TRACE_ON_ERROR then
print("|cffff5555Traceback (most recent call first):|r")
print("|cffff5555" .. getStackTrace(startDepth,200) .. "|r")
end
--Also print entries from param log, if there are any.
for location, loggedParams in pairs(paramLog) do
print("|cff888888Logged at " .. convertToLocalErrorMsg(location) .. loggedParams .. "|r")
paramLog[location] = nil
end
end
---Tries to execute the specified function with the specified parameters in protected mode and prints an error message (including stack trace), if unsuccessful.
---
---Example use: Assume you have a code line like "CreateUnit(0,1,2)", which doesn't work and you want to know why.
---* Option 1: Change it to "Debug.try(CreateUnit, 0, 1, 2)", i.e. separate the function from the parameters.
---* Option 2: Change it to "Debug.try(function() return CreateUnit(0,1,2) end)", i.e. pack it into an anonymous function. You can skip the "return", if you don't need the return values.
---When no error occured, the try-function will return all values returned by the input function.
---When an error occurs, try will print the resulting error and stack trace.
---@param funcToExecute function the function to call in protected mode
---@param ... any params for the input-function
---@return ... any
function Debug.try(funcToExecute, ...)
return select(2, xpcall(funcToExecute, errorHandler,...))
end
try = Debug.try
---Prints "ERROR:" and the specified error objects on the Screen. Also prints the stack trace leading to the error. You can specify as many arguments as you wish.
---
---In contrast to Lua's native error function, this can be called outside of protected mode and doesn't halt code execution.
---@param ... any objects/errormessages to be printed (doesn't have to be strings)
function Debug.throwError(...)
errorHandler(getStackTrace(4,4) .. ": " .. concat(...), 5)
end
---Prints the specified error message, if the specified condition fails (i.e. if it resolves to false or nil).
---
---Returns all specified arguments after the errorMsg, if the condition holds.
---
---In contrast to Lua's native assert function, this can be called outside of protected mode and doesn't halt code execution (even in case of condition failure).
---@param condition any actually a boolean, but you can use any object as a boolean.
---@param errorMsg string the message to be printed, if the condition fails
---@param ... any will be returned, if the condition holds
function Debug.assert(condition, errorMsg, ...)
if condition then
return ...
else
errorHandler(getStackTrace(4,4) .. ": " .. errorMsg, 5)
end
end
---Returns the stack trace at the code position where this function is called.
---The returned string includes war3map.lua/blizzard.j.lua code positions of all functions from the stack trace in the order of execution (most recent call last). It does NOT include function names.
---@return string
function Debug.traceback()
return getStackTrace(3,200)
end
---Saves the specified parameters to the debug log at the location where this function is called. The Debug-log will be printed for all affected locations upon the try-function catching an error.
---The log is unique per code location: Parameters logged at code line x will overwrite the previous ones logged at x. Parameters logged at different locations will all persist and be printed.
---@param ... any save any information, for instance the parameters of the function call that you are logging.
function Debug.log(...)
local _, location = pcall(error, "", 3) ---@diagnostic disable-next-line: need-check-nil
paramLog[location or ''] = concat(...)
end
------------------------------------
--| Name Caching (API-functions) |--
------------------------------------
--Help-table. The registerName-functions below shall not work on call-by-value-types, i.e. booleans, strings and numbers (renaming a value of any primitive type doesn't make sense).
local skipType = {boolean = true, string = true, number = true, ['nil'] = true}
--Set weak keys to nameCache and nameDepths and weak values for nameCacheMirror to prevent garbage collection issues
setmetatable(nameCache, {__mode = 'k'})
setmetatable(nameDepths, getmetatable(nameCache))
setmetatable(nameCacheMirror, {__mode = 'v'})
---Removes the name from the name cache, if already used for any object (freeing it for the new object). This makes sure that a name is always unique.
---This doesn't solve the
---@param name string
local function removeNameIfNecessary(name)
if nameCacheMirror[name] then
nameCache[nameCacheMirror[name]] = nil
nameCacheMirror[name] = nil
end
end
---Registers a name for the specified object, which will be the future output for tostring(whichObject).
---You can overwrite existing names for whichObject by using this.
---@param whichObject any
---@param name string
function Debug.registerName(whichObject, name)
if not skipType[type(whichObject)] then
removeNameIfNecessary(name)
nameCache[whichObject] = name
nameCacheMirror[name] = whichObject
nameDepths[name] = 0
end
end
---Registers a new name to the nameCache as either just <key> (if parentTableName is the empty string), <table>.<key> (if parentTableName is given and string key doesn't contain whitespace) or <name>[<key>] notation (for other keys in existing tables).
---Only string keys without whitespace support <key>- and <table>.<key>-notation. All other keys require a parentTableName.
---@param parentTableName string | '""' empty string suppresses <table>-affix.
---@param key any
---@param object any only call-be-ref types allowed
---@param parentTableDepth? integer
local function addNameToCache(parentTableName, key, object, parentTableDepth)
parentTableDepth = parentTableDepth or -1
--Don't overwrite existing names for the same object, don't add names for primitive types.
if nameCache[object] or skipType[type(object)] then
return
end
local name
--apply dot-syntax for string keys without whitespace
if type(key) == 'string' and not string.find(key, "\x25s") then
if parentTableName == "" then
name = key
nameDepths[object] = 0
else
name = parentTableName .. "." .. key
nameDepths[object] = parentTableDepth + 1
end
--apply bracket-syntax for all other keys. This requires a parentTableName.
elseif parentTableName ~= "" then
name = type(key) == 'string' and ('"' .. key .. '"') or key
name = parentTableName .. "[" .. tostring(name) .. "]"
nameDepths[object] = parentTableDepth + 1
end
--Stop in cases without valid name (like parentTableName = "" and key = [1])
if name then
removeNameIfNecessary(name)
nameCache[object] = name
nameCacheMirror[name] = object
end
end
---Registers all call-by-reference objects in the given parentTable to the nameCache.
---Automatically filters out primitive objects and already registed Objects.
---@param parentTable table
---@param parentTableName? string
local function registerAllObjectsInTable(parentTable, parentTableName)
parentTableName = parentTableName or nameCache[parentTable] or ""
--Register all call-by-ref-objects in parentTable
for key, object in pairs(parentTable) do
addNameToCache(parentTableName, key, object, nameDepths[parentTable])
end
end
---Adds names for all values of the specified parentTable to the name cache. Names will be "<parentTableName>.<key>" or "<parentTableName>[<key>]", depending on the key type.
---
---Example: Given a table T = {f = function() end, [1] = {}}, tostring(T.f) and tostring(T[1]) will output "function: T.f" and "table: T[1]" respectively after running Debug.registerNamesFrom(T).
---The name of T itself must either be specified as an input parameter OR have previously been registered. It can also be suppressed by inputting the empty string (so objects will just display by their own names).
---The names of objects in global scope are automatically registered during loading screen.
---@param parentTable table base table of which all entries shall be registered (in the Form parentTableName.objectName).
---@param parentTableName? string|'""' Nil: takes <parentTableName> as previously registered. Empty String: Skips <parentTableName> completely. String <s>: Objects will show up as "<s>.<objectName>".
---@param depth? integer objects within sub-tables up to the specified depth will also be added. Default: 1 (only elements of whichTable). Must be >= 1.
---@overload fun(parentTable:table, depth:integer)
function Debug.registerNamesFrom(parentTable, parentTableName, depth)
--Support overloaded definition fun(parentTable:table, depth:integer)
if type(parentTableName) == 'number' then
depth = parentTableName
parentTableName = nil
end
--Apply default values
depth = depth or 1
parentTableName = parentTableName or nameCache[parentTable] or ""
--add name of T in case it hasn't already
if not nameCache[parentTable] and parentTableName ~= "" then
Debug.registerName(parentTable, parentTableName)
end
--Register all call-by-ref-objects in parentTable. To be preferred over simple recursive approach to ensure that top level names are preferred.
registerAllObjectsInTable(parentTable, parentTableName)
--if depth > 1 was specified, also register Names from subtables.
if depth > 1 then
for _, object in pairs(parentTable) do
if type(object) == 'table' then
Debug.registerNamesFrom(object, nil, depth - 1)
end
end
end
end
-------------------------------------------
--| Name Caching (Loading Screen setup) |--
-------------------------------------------
---Registers all existing object names from global scope and Lua incorporated libraries to be used by tostring() overwrite below.
local function registerNamesFromGlobalScope()
--Add all names from global scope to the name cache.
Debug.registerNamesFrom(_G, "")
--Add all names of Warcraft-enabled Lua libraries as well:
--Could instead add a depth to the function call above, but we want to ensure that these libraries are added even if the user has chosen depth 0.
for _, lib in ipairs({coroutine, math, os, string, table, utf8, Debug}) do
Debug.registerNamesFrom(lib)
end
--Add further names that are not accessible from global scope:
--Player(i)
for i = 0, GetBJMaxPlayerSlots() - 1 do
Debug.registerName(Player(i), "Player(" .. i .. ")")
end
end
--Set empty metatable to _G. __index is added when game starts (for "attempt to read undeclared global"-errors), __newindex is added right below (for building the name cache).
setmetatable(_G, getmetatable(_G) or {}) --getmetatable(_G) should always return nil provided that DebugUtils is the topmost script file in the trigger editor, but we still include this for safety-
-- Save old tostring into Debug Library before overwriting it.
Debug.oldTostring = tostring
if settings.USE_NAME_CACHE then
local oldTostring = tostring
tostring = function(obj) --new tostring(CreateUnit) prints "function: CreateUnit"
--tostring of non-primitive object is NOT guaranteed to be like "<type>:<hex>", because it might have been changed by some __tostring-metamethod.
if settings.USE_NAME_CACHE then --return names from name cache only if setting is enabled. This allows turning it off during runtime (via Ingame Console) to revert to old tostring.
return nameCache[obj] and ((oldTostring(obj):match("^.-: ") or (oldTostring(obj) .. ": ")) .. nameCache[obj]) or oldTostring(obj)
end
return Debug.oldTostring(obj)
end
--Add names to Debug.data.objectNames within Lua root. Called below the other Debug-stuff to get the overwritten versions instead of the original ones.
registerNamesFromGlobalScope()
--Prepare __newindex-metamethod to automatically add new names to the name cache
if settings.AUTO_REGISTER_NEW_NAMES then
local nameRegisterNewIndex
---__newindex to be used for _G (and subtables up to a certain depth) to automatically register new names to the nameCache.
---Tables in global scope will use their own name. Subtables of them will use <parentName>.<childName> syntax.
---Global names don't support container[key]-notation (because "_G[...]" is probably not desired), so we only register string type keys instead of using prettyTostring.
---@param t table
---@param k any
---@param v any
---@param skipRawset? boolean set this to true when combined with another __newindex. Suppresses rawset(t,k,v) (because the other __newindex is responsible for that).
nameRegisterNewIndex = function(t,k,v, skipRawset)
local parentDepth = nameDepths[t] or 0
--Make sure the parent table has an existing name before using it as part of the child name
if t == _G or nameCache[t] then
local existingName = nameCache[v]
if not existingName then
addNameToCache((t == _G and "") or nameCache[t], k, v, parentDepth)
end
--If v is a table and the parent table has a valid name, inherit __newindex to v's existing metatable (or create a new one), if that wasn't already done.
if type(v) == 'table' and nameDepths[v] < settings.NAME_CACHE_DEPTH then
if not existingName then
--If v didn't have a name before, also add names for elements contained in v by construction (like v = {x = function() end} ).
Debug.registerNamesFrom(v, settings.NAME_CACHE_DEPTH - nameDepths[v])
end
--Apply __newindex to new tables.
if not autoIndexedTables[v] then
autoIndexedTables[v] = true
local mt = getmetatable(v)
if not mt then
mt = {}
setmetatable(v, mt) --only use setmetatable when we are sure there wasn't any before to prevent issues with "__metatable"-metamethod.
end
local existingNewIndex = mt.__newindex
local isTable_yn = (type(existingNewIndex) == 'table')
--If mt has an existing __newindex, add the name-register effect to it (effectively create a new __newindex using the old)
if existingNewIndex then
mt.__newindex = function(t,k,v)
nameRegisterNewIndex(t,k,v, true) --setting t[k] = v might not be desired in case of existing newindex. Skip it and let existingNewIndex make the decision.
if isTable_yn then
existingNewIndex[k] = v
else
return existingNewIndex(t,k,v)
end
end
else
--If mt doesn't have an existing __newindex, add one that adds the object to the name cache.
mt.__newindex = nameRegisterNewIndex
end
end
end
end
--Set t[k] = v.
if not skipRawset then
rawset(t,k,v)
end
end
--Apply metamethod to _G.
local existingNewIndex = getmetatable(_G).__newindex --should always be nil provided that DebugUtils is the topmost script in your trigger editor. Still included for safety.
local isTable_yn = (type(existingNewIndex) == 'table')
if existingNewIndex then
getmetatable(_G).__newindex = function(t,k,v)
nameRegisterNewIndex(t,k,v, true)
if isTable_yn then
existingNewIndex[k] = v
else
existingNewIndex(t,k,v)
end
end
else
getmetatable(_G).__newindex = nameRegisterNewIndex
end
end
end
------------------------------------------------------
--| Native Overwrite for Automatic Error Handling |--
------------------------------------------------------
--A table to store the try-wrapper for each function. This avoids endless re-creation of wrapper functions within the hooks below.
--Weak keys ensure that garbage collection continues as normal.
local tryWrappers = setmetatable({}, {__mode = 'k'}) ---@type table<function,function>
local try = Debug.try
---Takes a function and returns a wrapper executing the same function within Debug.try.
---Wrappers are permanently stored (until the original function is garbage collected) to ensure that they don't have to be created twice for the same function.
---@param func? function
---@return function
local function getTryWrapper(func)
if func then
tryWrappers[func] = tryWrappers[func] or function(...) return try(func, ...) end
end
return tryWrappers[func] --returns nil for func = nil (important for TimerStart overwrite below)
end
--Overwrite TriggerAddAction, TimerStart, Condition and Filter natives to let them automatically apply Debug.try.
--Also overwrites coroutine.create and coroutine.wrap to let stack traces point to the function executed within instead of the function creating the coroutine.
if settings.USE_TRY_ON_TRIGGERADDACTION then
local originalTriggerAddAction = TriggerAddAction
TriggerAddAction = function(whichTrigger, actionFunc)
return originalTriggerAddAction(whichTrigger, getTryWrapper(actionFunc))
end
end
if settings.USE_TRY_ON_TIMERSTART then
local originalTimerStart = TimerStart
TimerStart = function(whichTimer, timeout, periodic, handlerFunc)
originalTimerStart(whichTimer, timeout, periodic, getTryWrapper(handlerFunc))
end
end
if settings.USE_TRY_ON_CONDITION then
local originalCondition = Condition
Condition = function(func)
return originalCondition(getTryWrapper(func))
end
Filter = Condition
end
if settings.USE_TRY_ON_COROUTINES then
local originalCoroutineCreate = coroutine.create
---@diagnostic disable-next-line: duplicate-set-field
coroutine.create = function(f)
return originalCoroutineCreate(getTryWrapper(f))
end
local originalCoroutineWrap = coroutine.wrap
---@diagnostic disable-next-line: duplicate-set-field
coroutine.wrap = function(f)
return originalCoroutineWrap(getTryWrapper(f))
end
end
------------------------------------------
--| Cache prints during Loading Screen |--
------------------------------------------
-- Apply the duration as specified in the settings.
if settings.PRINT_DURATION then
local display, getLocalPlayer, dur = DisplayTimedTextToPlayer, GetLocalPlayer, settings.PRINT_DURATION
print = function(...)
display(getLocalPlayer(), 0, 0, dur, concat(...))
end
end
-- Delay loading screen prints to after game start.
if settings.USE_PRINT_CACHE then
local oldPrint = print
--loading screen print will write the values into the printCache
print = function(...)
if bj_gameStarted then
oldPrint(...)
else --during loading screen only: concatenate input arguments 4-space-separated, implicitely apply tostring on each, cache to table
printCache.n = printCache.n + 1
printCache[printCache.n] = concat(...)
end
end
end
-------------------------
--| Modify Game Start |--
-------------------------
local originalMarkGameStarted = MarkGameStarted
--Hook certain actions into the start of the game.
MarkGameStarted = function()
originalMarkGameStarted()
if settings.WARNING_FOR_UNDECLARED_GLOBALS then
local existingIndex = getmetatable(_G).__index
local isTable_yn = (type(existingIndex) == 'table')
getmetatable(_G).__index = function(t, k) --we made sure that _G has a metatable further above.
--if string.sub(tostring(k),1,3) ~= 'bj_' then
print("Trying to read undeclared global at " .. getStackTrace(4,4) .. ": " .. tostring(k)
.. (settings.SHOW_TRACE_FOR_UNDECLARED_GLOBALS and "\nTraceback (most recent call first):\n" .. getStackTrace(4,200) or ""))
--end
if existingIndex then
if isTable_yn then
return existingIndex[k]
end
return existingIndex(t,k)
end
return rawget(t,k)
end
end
--Add names to Debug.data.objectNames again to ensure that overwritten natives also make it to the name cache.
--Overwritten natives have a new value, but the old key, so __newindex didn't trigger. But we can be sure that objectNames[v] doesn't yet exist, so adding again is safe.
if settings.USE_NAME_CACHE then
for _,v in pairs(_G) do
nameCache[v] = nil
end
registerNamesFromGlobalScope()
end
--Print messages that have been cached during loading screen.
if settings.USE_PRINT_CACHE then
--Note that we don't restore the old print. The overwritten variant only applies caching behaviour to loading screen prints anyway and "unhooking" always adds other risks.
for _, str in ipairs(printCache) do
print(str)
end
printCache = nil --frees reference for the garbage collector
end
--Create triggers listening to "-console" and "-exec" chat input.
if settings.ALLOW_INGAME_CODE_EXECUTION and IngameConsole then
IngameConsole.createTriggers()
end
end
---------------------
--| Other Utility |--
---------------------
do
---Returns the type of a warcraft object as string, e.g. "unit" upon inputting a unit.
---@param input any
---@return string
function Debug.wc3Type(input)
local typeString = type(input)
if typeString == 'userdata' then
typeString = tostring(input) --tostring returns the warcraft type plus a colon and some hashstuff.
return typeString:sub(1, (typeString:find(":", nil, true) or 0) -1) --string.find returns nil, if the argument is not found, which would break string.sub. So we need to replace by 0.
else
return typeString
end
end
Wc3Type = Debug.wc3Type --for backwards compatibility
local conciseTostring, prettyTostring
---Translates a table into a comma-separated list of its (key,value)-pairs. Also translates subtables up to the specified depth.
---E.g. {"a", 5, {7}} will display as '{(1, "a"), (2, 5), (3, {(1, 7)})}'.
---@param object any
---@param depth? integer default: unlimited. Unlimited depth will throw a stack overflow error on self-referential tables.
---@return string
conciseTostring = function (object, depth)
depth = depth or -1
if type(object) == 'string' then
return '"' .. object .. '"'
elseif depth ~= 0 and type(object) == 'table' then
local elementArray = {}
local keyAsString
for k,v in pairs(object) do
keyAsString = type(k) == 'string' and ('"' .. tostring(k) .. '"') or tostring(k)
table.insert(elementArray, '(' .. keyAsString .. ', ' .. conciseTostring(v, depth -1) .. ')')
end
return '{' .. table.concat(elementArray, ', ') .. '}'
end
return tostring(object)
end
---Creates a list of all (key,value)-pairs from the specified table. Also lists subtable entries up to the specified depth.
---Major differences to concise print are:
--- * Format: Linebreak-formatted instead of one-liner, uses "[key] = value" instead of "(key,value)"
--- * Will also unpack tables used as keys
--- * Also includes the table's memory position as returned by tostring(table).
--- * Tables referenced multiple times will only be unpacked upon first encounter and abbreviated on subsequent encounters
--- * As a consequence, pretty version can be executed with unlimited depth on self-referential tables.
---@param object any
---@param depth? integer default: unlimited.
---@param constTable table
---@param indent string
---@return string
prettyTostring = function(object, depth, constTable, indent)
depth = depth or -1
local objType = type(object)
if objType == "string" then
return '"'..object..'"' --wrap the string in quotes.
elseif objType == 'table' and depth ~= 0 then
if not constTable[object] then
constTable[object] = tostring(object):gsub(":","")
if next(object)==nil then
return constTable[object]..": {}"
else
local mappedKV = {}
for k,v in pairs(object) do
table.insert(mappedKV, '\n ' .. indent ..'[' .. prettyTostring(k, depth - 1, constTable, indent .. " ") .. '] = ' .. prettyTostring(v, depth - 1, constTable, indent .. " "))
end
return constTable[object]..': {'.. table.concat(mappedKV, ',') .. '\n'..indent..'}'
end
end
end
return constTable[object] or tostring(object)
end
---Creates a list of all (key,value)-pairs from the specified table. Also lists subtable entries up to the specified depth.
---Supports concise style and pretty style.
---Concise will display {"a", 5, {7}} as '{(1, "a"), (2, 5), (3, {(1, 7)})}'.
---Pretty is linebreak-separated, so consider table size before converting. Pretty also abbreviates tables referenced multiple times.
---Can be called like table.tostring(T), table.tostring(T, depth), table.tostring(T, pretty_yn) or table.tostring(T, depth, pretty_yn).
---table.tostring is not multiplayer-synced.
---@param whichTable table
---@param depth? integer default: unlimited
---@param pretty_yn? boolean default: false (concise)
---@return string
---@overload fun(whichTable:table, pretty_yn?:boolean):string
function table.tostring(whichTable, depth, pretty_yn)
--reassign input params, if function was called as table.tostring(whichTable, pretty_yn)
if type(depth) == 'boolean' then
pretty_yn = depth
depth = -1
end
return pretty_yn and prettyTostring(whichTable, depth, {}, "") or conciseTostring(whichTable, depth)
end
---Prints a list of (key,value)-pairs contained in the specified table and its subtables up to the specified depth.
---Supports concise style and pretty style. Pretty is linebreak-separated, so consider table size before printing.
---Can be called like table.print(T), table.print(T, depth), table.print(T, pretty_yn) or table.print(T, depth, pretty_yn).
---@param whichTable table
---@param depth? integer default: unlimited
---@param pretty_yn? boolean default: false (concise)
---@overload fun(whichTable:table, pretty_yn?:boolean)
function table.print(whichTable, depth, pretty_yn)
print(table.tostring(whichTable, depth, pretty_yn))
end
end
end
Debug.endFile()
if Debug and Debug.beginFile then Debug.beginFile("StringWidth") end
------------------------
----| String Width |----
------------------------
--[[
used by Ingame Console to determine multiboard size
offers functions to measure the width of a string (i.e. the space it takes on screen, not the number of chars). Wc3 font is not monospace, so the system below has protocolled every char width and simply sums up all chars in a string.
output measures are:
1. Multiboard-width (i.e. 1-based screen share used in Multiboards column functions)
2. Line-width for screen prints
every unknown char will be treated as having default width (see constants below)
--]]
-- disable sumneko extension warnings for imported resource
---@diagnostic disable
do
----------------------------
----| String Width API |----
----------------------------
local multiboardCharTable = {} ---@type table -- saves the width in screen percent (on 1920 pixel width resolutions) that each char takes up, when displayed in a multiboard.
local DEFAULT_MULTIBOARD_CHAR_WIDTH = 1. / 128. ---@type number -- used for unknown chars (where we didn't define a width in the char table)
local MULTIBOARD_TO_PRINT_FACTOR = 1. / 36. ---@type number -- 36 is actually the lower border (longest width of a non-breaking string only consisting of the letter "i")
---Returns the width of a char in a multiboard, when inputting a char (string of length 1) and 0 otherwise.
---also returns 0 for non-recorded chars (like ` and ´ and ß and § and €)
---@param char string | integer integer bytecode representations of chars are also allowed, i.e. the results of string.byte().
---@param textlanguage? '"ger"'| '"eng"' (default: 'eng'), depending on the text language in the Warcraft 3 installation settings.
---@return number
function string.charMultiboardWidth(char, textlanguage)
return multiboardCharTable[textlanguage or 'eng'][char] or DEFAULT_MULTIBOARD_CHAR_WIDTH
end
---returns the width of a string in a multiboard (i.e. output is in screen percent)
---unknown chars will be measured with default width (see constants above)
---@param multichar string
---@param textlanguage? '"ger"'| '"eng"' (default: 'eng'), depending on the text language in the Warcraft 3 installation settings.
---@return number
function string.multiboardWidth(multichar, textlanguage)
local chartable = table.pack(multichar:byte(1,-1)) --packs all bytecode char representations into a table
local charWidth = 0.
for i = 1, chartable.n do
charWidth = charWidth + string.charMultiboardWidth(chartable[i], textlanguage)
end
return charWidth
end
---The function should match the following criteria: If the value returned by this function is smaller than 1.0, than the string fits into a single line on screen.
---The opposite is not necessarily true (but should be true in the majority of cases): If the function returns bigger than 1.0, the string doesn't necessarily break.
---@param char string | integer integer bytecode representations of chars are also allowed, i.e. the results of string.byte().
---@param textlanguage? '"ger"'| '"eng"' (default: 'eng'), depending on the text language in the Warcraft 3 installation settings.
---@return number
function string.charPrintWidth(char, textlanguage)
return string.charMultiboardWidth(char, textlanguage) * MULTIBOARD_TO_PRINT_FACTOR
end
---The function should match the following criteria: If the value returned by this function is smaller than 1.0, than the string fits into a single line on screen.
---The opposite is not necessarily true (but should be true in the majority of cases): If the function returns bigger than 1.0, the string doesn't necessarily break.
---@param multichar string
---@param textlanguage? '"ger"'| '"eng"' (default: 'eng'), depending on the text language in the Warcraft 3 installation settings.
---@return number
function string.printWidth(multichar, textlanguage)
return string.multiboardWidth(multichar, textlanguage) * MULTIBOARD_TO_PRINT_FACTOR
end
----------------------------------
----| String Width Internals |----
----------------------------------
---@param charset '"ger"'| '"eng"' (default: 'eng'), depending on the text language in the Warcraft 3 installation settings.
---@param char string|integer either the char or its bytecode
---@param lengthInScreenWidth number
local function setMultiboardCharWidth(charset, char, lengthInScreenWidth)
multiboardCharTable[charset] = multiboardCharTable[charset] or {}
multiboardCharTable[charset][char] = lengthInScreenWidth
end
---numberPlacements says how often the char can be placed in a multiboard column, before reaching into the right bound.
---@param charset '"ger"'| '"eng"' (default: 'eng'), depending on the text language in the Warcraft 3 installation settings.
---@param char string|integer either the char or its bytecode
---@param numberPlacements integer
local function setMultiboardCharWidthBase80(charset, char, numberPlacements)
setMultiboardCharWidth(charset, char, 0.8 / numberPlacements) --1-based measure. 80./numberPlacements would result in Screen Percent.
setMultiboardCharWidth(charset, char:byte(1,-1), 0.8 / numberPlacements)
end
-- Set Char Width for all printable ascii chars in screen width (1920 pixels). Measured on a 80percent screen width multiboard column by counting the number of chars that fit into it.
-- Font size differs by text install language and patch (1.32- vs. 1.33+)
if BlzGetUnitOrderCount then --identifies patch 1.33+
--German font size for patch 1.33+
setMultiboardCharWidthBase80('ger', "a", 144)
setMultiboardCharWidthBase80('ger', "b", 131)
setMultiboardCharWidthBase80('ger', "c", 144)
setMultiboardCharWidthBase80('ger', "d", 120)
setMultiboardCharWidthBase80('ger', "e", 131)
setMultiboardCharWidthBase80('ger', "f", 240)
setMultiboardCharWidthBase80('ger', "g", 120)
setMultiboardCharWidthBase80('ger', "h", 131)
setMultiboardCharWidthBase80('ger', "i", 288)
setMultiboardCharWidthBase80('ger', "j", 288)
setMultiboardCharWidthBase80('ger', "k", 144)
setMultiboardCharWidthBase80('ger', "l", 288)
setMultiboardCharWidthBase80('ger', "m", 85)
setMultiboardCharWidthBase80('ger', "n", 131)
setMultiboardCharWidthBase80('ger', "o", 120)
setMultiboardCharWidthBase80('ger', "p", 120)
setMultiboardCharWidthBase80('ger', "q", 120)
setMultiboardCharWidthBase80('ger', "r", 206)
setMultiboardCharWidthBase80('ger', "s", 160)
setMultiboardCharWidthBase80('ger', "t", 206)
setMultiboardCharWidthBase80('ger', "u", 131)
setMultiboardCharWidthBase80('ger', "v", 131)
setMultiboardCharWidthBase80('ger', "w", 96)
setMultiboardCharWidthBase80('ger', "x", 144)
setMultiboardCharWidthBase80('ger', "y", 131)
setMultiboardCharWidthBase80('ger', "z", 144)
setMultiboardCharWidthBase80('ger', "A", 103)
setMultiboardCharWidthBase80('ger', "B", 120)
setMultiboardCharWidthBase80('ger', "C", 111)
setMultiboardCharWidthBase80('ger', "D", 103)
setMultiboardCharWidthBase80('ger', "E", 144)
setMultiboardCharWidthBase80('ger', "F", 160)
setMultiboardCharWidthBase80('ger', "G", 96)
setMultiboardCharWidthBase80('ger', "H", 96)
setMultiboardCharWidthBase80('ger', "I", 240)
setMultiboardCharWidthBase80('ger', "J", 240)
setMultiboardCharWidthBase80('ger', "K", 120)
setMultiboardCharWidthBase80('ger', "L", 144)
setMultiboardCharWidthBase80('ger', "M", 76)
setMultiboardCharWidthBase80('ger', "N", 96)
setMultiboardCharWidthBase80('ger', "O", 90)
setMultiboardCharWidthBase80('ger', "P", 131)
setMultiboardCharWidthBase80('ger', "Q", 90)
setMultiboardCharWidthBase80('ger', "R", 120)
setMultiboardCharWidthBase80('ger', "S", 131)
setMultiboardCharWidthBase80('ger', "T", 144)
setMultiboardCharWidthBase80('ger', "U", 103)
setMultiboardCharWidthBase80('ger', "V", 120)
setMultiboardCharWidthBase80('ger', "W", 76)
setMultiboardCharWidthBase80('ger', "X", 111)
setMultiboardCharWidthBase80('ger', "Y", 120)
setMultiboardCharWidthBase80('ger', "Z", 120)
setMultiboardCharWidthBase80('ger', "1", 144)
setMultiboardCharWidthBase80('ger', "2", 120)
setMultiboardCharWidthBase80('ger', "3", 120)
setMultiboardCharWidthBase80('ger', "4", 120)
setMultiboardCharWidthBase80('ger', "5", 120)
setMultiboardCharWidthBase80('ger', "6", 120)
setMultiboardCharWidthBase80('ger', "7", 131)
setMultiboardCharWidthBase80('ger', "8", 120)
setMultiboardCharWidthBase80('ger', "9", 120)
setMultiboardCharWidthBase80('ger', "0", 120)
setMultiboardCharWidthBase80('ger', ":", 288)
setMultiboardCharWidthBase80('ger', ";", 288)
setMultiboardCharWidthBase80('ger', ".", 288)
setMultiboardCharWidthBase80('ger', "#", 120)
setMultiboardCharWidthBase80('ger', ",", 288)
setMultiboardCharWidthBase80('ger', " ", 286) --space
setMultiboardCharWidthBase80('ger', "'", 180)
setMultiboardCharWidthBase80('ger', "!", 180)
setMultiboardCharWidthBase80('ger', "$", 131)
setMultiboardCharWidthBase80('ger', "&", 90)
setMultiboardCharWidthBase80('ger', "/", 180)
setMultiboardCharWidthBase80('ger', "(", 240)
setMultiboardCharWidthBase80('ger', ")", 240)
setMultiboardCharWidthBase80('ger', "=", 120)
setMultiboardCharWidthBase80('ger', "?", 144)
setMultiboardCharWidthBase80('ger', "^", 144)
setMultiboardCharWidthBase80('ger', "<", 144)
setMultiboardCharWidthBase80('ger', ">", 144)
setMultiboardCharWidthBase80('ger', "-", 180)
setMultiboardCharWidthBase80('ger', "+", 120)
setMultiboardCharWidthBase80('ger', "*", 180)
setMultiboardCharWidthBase80('ger', "|", 287) --2 vertical bars in a row escape to one. So you could print 960 ones in a line, 480 would display. Maybe need to adapt to this before calculating string width.
setMultiboardCharWidthBase80('ger', "~", 111)
setMultiboardCharWidthBase80('ger', "{", 240)
setMultiboardCharWidthBase80('ger', "}", 240)
setMultiboardCharWidthBase80('ger', "[", 240)
setMultiboardCharWidthBase80('ger', "]", 240)
setMultiboardCharWidthBase80('ger', "_", 144)
setMultiboardCharWidthBase80('ger', "\x25", 103) --percent
setMultiboardCharWidthBase80('ger', "\x5C", 205) --backslash
setMultiboardCharWidthBase80('ger', "\x22", 120) --double quotation mark
setMultiboardCharWidthBase80('ger', "\x40", 90) --at sign
setMultiboardCharWidthBase80('ger', "\x60", 144) --Gravis (Accent)
--English font size for patch 1.33+
setMultiboardCharWidthBase80('eng', "a", 144)
setMultiboardCharWidthBase80('eng', "b", 120)
setMultiboardCharWidthBase80('eng', "c", 131)
setMultiboardCharWidthBase80('eng', "d", 120)
setMultiboardCharWidthBase80('eng', "e", 120)
setMultiboardCharWidthBase80('eng', "f", 240)
setMultiboardCharWidthBase80('eng', "g", 120)
setMultiboardCharWidthBase80('eng', "h", 120)
setMultiboardCharWidthBase80('eng', "i", 288)
setMultiboardCharWidthBase80('eng', "j", 288)
setMultiboardCharWidthBase80('eng', "k", 144)
setMultiboardCharWidthBase80('eng', "l", 288)
setMultiboardCharWidthBase80('eng', "m", 80)
setMultiboardCharWidthBase80('eng', "n", 120)
setMultiboardCharWidthBase80('eng', "o", 111)
setMultiboardCharWidthBase80('eng', "p", 111)
setMultiboardCharWidthBase80('eng', "q", 111)
setMultiboardCharWidthBase80('eng', "r", 206)
setMultiboardCharWidthBase80('eng', "s", 160)
setMultiboardCharWidthBase80('eng', "t", 206)
setMultiboardCharWidthBase80('eng', "u", 120)
setMultiboardCharWidthBase80('eng', "v", 144)
setMultiboardCharWidthBase80('eng', "w", 90)
setMultiboardCharWidthBase80('eng', "x", 131)
setMultiboardCharWidthBase80('eng', "y", 144)
setMultiboardCharWidthBase80('eng', "z", 144)
setMultiboardCharWidthBase80('eng', "A", 103)
setMultiboardCharWidthBase80('eng', "B", 120)
setMultiboardCharWidthBase80('eng', "C", 103)
setMultiboardCharWidthBase80('eng', "D", 96)
setMultiboardCharWidthBase80('eng', "E", 131)
setMultiboardCharWidthBase80('eng', "F", 160)
setMultiboardCharWidthBase80('eng', "G", 96)
setMultiboardCharWidthBase80('eng', "H", 90)
setMultiboardCharWidthBase80('eng', "I", 240)
setMultiboardCharWidthBase80('eng', "J", 240)
setMultiboardCharWidthBase80('eng', "K", 120)
setMultiboardCharWidthBase80('eng', "L", 131)
setMultiboardCharWidthBase80('eng', "M", 76)
setMultiboardCharWidthBase80('eng', "N", 90)
setMultiboardCharWidthBase80('eng', "O", 85)
setMultiboardCharWidthBase80('eng', "P", 120)
setMultiboardCharWidthBase80('eng', "Q", 85)
setMultiboardCharWidthBase80('eng', "R", 120)
setMultiboardCharWidthBase80('eng', "S", 131)
setMultiboardCharWidthBase80('eng', "T", 144)
setMultiboardCharWidthBase80('eng', "U", 96)
setMultiboardCharWidthBase80('eng', "V", 120)
setMultiboardCharWidthBase80('eng', "W", 76)
setMultiboardCharWidthBase80('eng', "X", 111)
setMultiboardCharWidthBase80('eng', "Y", 120)
setMultiboardCharWidthBase80('eng', "Z", 111)
setMultiboardCharWidthBase80('eng', "1", 103)
setMultiboardCharWidthBase80('eng', "2", 111)
setMultiboardCharWidthBase80('eng', "3", 111)
setMultiboardCharWidthBase80('eng', "4", 111)
setMultiboardCharWidthBase80('eng', "5", 111)
setMultiboardCharWidthBase80('eng', "6", 111)
setMultiboardCharWidthBase80('eng', "7", 111)
setMultiboardCharWidthBase80('eng', "8", 111)
setMultiboardCharWidthBase80('eng', "9", 111)
setMultiboardCharWidthBase80('eng', "0", 111)
setMultiboardCharWidthBase80('eng', ":", 288)
setMultiboardCharWidthBase80('eng', ";", 288)
setMultiboardCharWidthBase80('eng', ".", 288)
setMultiboardCharWidthBase80('eng', "#", 103)
setMultiboardCharWidthBase80('eng', ",", 288)
setMultiboardCharWidthBase80('eng', " ", 286) --space
setMultiboardCharWidthBase80('eng', "'", 360)
setMultiboardCharWidthBase80('eng', "!", 288)
setMultiboardCharWidthBase80('eng', "$", 131)
setMultiboardCharWidthBase80('eng', "&", 120)
setMultiboardCharWidthBase80('eng', "/", 180)
setMultiboardCharWidthBase80('eng', "(", 206)
setMultiboardCharWidthBase80('eng', ")", 206)
setMultiboardCharWidthBase80('eng', "=", 111)
setMultiboardCharWidthBase80('eng', "?", 180)
setMultiboardCharWidthBase80('eng', "^", 144)
setMultiboardCharWidthBase80('eng', "<", 111)
setMultiboardCharWidthBase80('eng', ">", 111)
setMultiboardCharWidthBase80('eng', "-", 160)
setMultiboardCharWidthBase80('eng', "+", 111)
setMultiboardCharWidthBase80('eng', "*", 144)
setMultiboardCharWidthBase80('eng', "|", 479) --2 vertical bars in a row escape to one. So you could print 960 ones in a line, 480 would display. Maybe need to adapt to this before calculating string width.
setMultiboardCharWidthBase80('eng', "~", 144)
setMultiboardCharWidthBase80('eng', "{", 160)
setMultiboardCharWidthBase80('eng', "}", 160)
setMultiboardCharWidthBase80('eng', "[", 206)
setMultiboardCharWidthBase80('eng', "]", 206)
setMultiboardCharWidthBase80('eng', "_", 120)
setMultiboardCharWidthBase80('eng', "\x25", 103) --percent
setMultiboardCharWidthBase80('eng', "\x5C", 180) --backslash
setMultiboardCharWidthBase80('eng', "\x22", 180) --double quotation mark
setMultiboardCharWidthBase80('eng', "\x40", 85) --at sign
setMultiboardCharWidthBase80('eng', "\x60", 206) --Gravis (Accent)
else
--German font size up to patch 1.32
setMultiboardCharWidthBase80('ger', "a", 144)
setMultiboardCharWidthBase80('ger', "b", 144)
setMultiboardCharWidthBase80('ger', "c", 144)
setMultiboardCharWidthBase80('ger', "d", 131)
setMultiboardCharWidthBase80('ger', "e", 144)
setMultiboardCharWidthBase80('ger', "f", 240)
setMultiboardCharWidthBase80('ger', "g", 120)
setMultiboardCharWidthBase80('ger', "h", 144)
setMultiboardCharWidthBase80('ger', "i", 360)
setMultiboardCharWidthBase80('ger', "j", 288)
setMultiboardCharWidthBase80('ger', "k", 144)
setMultiboardCharWidthBase80('ger', "l", 360)
setMultiboardCharWidthBase80('ger', "m", 90)
setMultiboardCharWidthBase80('ger', "n", 144)
setMultiboardCharWidthBase80('ger', "o", 131)
setMultiboardCharWidthBase80('ger', "p", 131)
setMultiboardCharWidthBase80('ger', "q", 131)
setMultiboardCharWidthBase80('ger', "r", 206)
setMultiboardCharWidthBase80('ger', "s", 180)
setMultiboardCharWidthBase80('ger', "t", 206)
setMultiboardCharWidthBase80('ger', "u", 144)
setMultiboardCharWidthBase80('ger', "v", 131)
setMultiboardCharWidthBase80('ger', "w", 96)
setMultiboardCharWidthBase80('ger', "x", 144)
setMultiboardCharWidthBase80('ger', "y", 131)
setMultiboardCharWidthBase80('ger', "z", 144)
setMultiboardCharWidthBase80('ger', "A", 103)
setMultiboardCharWidthBase80('ger', "B", 131)
setMultiboardCharWidthBase80('ger', "C", 120)
setMultiboardCharWidthBase80('ger', "D", 111)
setMultiboardCharWidthBase80('ger', "E", 144)
setMultiboardCharWidthBase80('ger', "F", 180)
setMultiboardCharWidthBase80('ger', "G", 103)
setMultiboardCharWidthBase80('ger', "H", 103)
setMultiboardCharWidthBase80('ger', "I", 288)
setMultiboardCharWidthBase80('ger', "J", 240)
setMultiboardCharWidthBase80('ger', "K", 120)
setMultiboardCharWidthBase80('ger', "L", 144)
setMultiboardCharWidthBase80('ger', "M", 80)
setMultiboardCharWidthBase80('ger', "N", 103)
setMultiboardCharWidthBase80('ger', "O", 96)
setMultiboardCharWidthBase80('ger', "P", 144)
setMultiboardCharWidthBase80('ger', "Q", 90)
setMultiboardCharWidthBase80('ger', "R", 120)
setMultiboardCharWidthBase80('ger', "S", 144)
setMultiboardCharWidthBase80('ger', "T", 144)
setMultiboardCharWidthBase80('ger', "U", 111)
setMultiboardCharWidthBase80('ger', "V", 120)
setMultiboardCharWidthBase80('ger', "W", 76)
setMultiboardCharWidthBase80('ger', "X", 111)
setMultiboardCharWidthBase80('ger', "Y", 120)
setMultiboardCharWidthBase80('ger', "Z", 120)
setMultiboardCharWidthBase80('ger', "1", 288)
setMultiboardCharWidthBase80('ger', "2", 131)
setMultiboardCharWidthBase80('ger', "3", 144)
setMultiboardCharWidthBase80('ger', "4", 120)
setMultiboardCharWidthBase80('ger', "5", 144)
setMultiboardCharWidthBase80('ger', "6", 131)
setMultiboardCharWidthBase80('ger', "7", 144)
setMultiboardCharWidthBase80('ger', "8", 131)
setMultiboardCharWidthBase80('ger', "9", 131)
setMultiboardCharWidthBase80('ger', "0", 131)
setMultiboardCharWidthBase80('ger', ":", 480)
setMultiboardCharWidthBase80('ger', ";", 360)
setMultiboardCharWidthBase80('ger', ".", 480)
setMultiboardCharWidthBase80('ger', "#", 120)
setMultiboardCharWidthBase80('ger', ",", 360)
setMultiboardCharWidthBase80('ger', " ", 288) --space
setMultiboardCharWidthBase80('ger', "'", 480)
setMultiboardCharWidthBase80('ger', "!", 360)
setMultiboardCharWidthBase80('ger', "$", 160)
setMultiboardCharWidthBase80('ger', "&", 96)
setMultiboardCharWidthBase80('ger', "/", 180)
setMultiboardCharWidthBase80('ger', "(", 288)
setMultiboardCharWidthBase80('ger', ")", 288)
setMultiboardCharWidthBase80('ger', "=", 160)
setMultiboardCharWidthBase80('ger', "?", 180)
setMultiboardCharWidthBase80('ger', "^", 144)
setMultiboardCharWidthBase80('ger', "<", 160)
setMultiboardCharWidthBase80('ger', ">", 160)
setMultiboardCharWidthBase80('ger', "-", 144)
setMultiboardCharWidthBase80('ger', "+", 160)
setMultiboardCharWidthBase80('ger', "*", 206)
setMultiboardCharWidthBase80('ger', "|", 480) --2 vertical bars in a row escape to one. So you could print 960 ones in a line, 480 would display. Maybe need to adapt to this before calculating string width.
setMultiboardCharWidthBase80('ger', "~", 144)
setMultiboardCharWidthBase80('ger', "{", 240)
setMultiboardCharWidthBase80('ger', "}", 240)
setMultiboardCharWidthBase80('ger', "[", 240)
setMultiboardCharWidthBase80('ger', "]", 288)
setMultiboardCharWidthBase80('ger', "_", 144)
setMultiboardCharWidthBase80('ger', "\x25", 111) --percent
setMultiboardCharWidthBase80('ger', "\x5C", 206) --backslash
setMultiboardCharWidthBase80('ger', "\x22", 240) --double quotation mark
setMultiboardCharWidthBase80('ger', "\x40", 103) --at sign
setMultiboardCharWidthBase80('ger', "\x60", 240) --Gravis (Accent)
--English Font size up to patch 1.32
setMultiboardCharWidthBase80('eng', "a", 144)
setMultiboardCharWidthBase80('eng', "b", 120)
setMultiboardCharWidthBase80('eng', "c", 131)
setMultiboardCharWidthBase80('eng', "d", 120)
setMultiboardCharWidthBase80('eng', "e", 131)
setMultiboardCharWidthBase80('eng', "f", 240)
setMultiboardCharWidthBase80('eng', "g", 120)
setMultiboardCharWidthBase80('eng', "h", 131)
setMultiboardCharWidthBase80('eng', "i", 360)
setMultiboardCharWidthBase80('eng', "j", 288)
setMultiboardCharWidthBase80('eng', "k", 144)
setMultiboardCharWidthBase80('eng', "l", 360)
setMultiboardCharWidthBase80('eng', "m", 80)
setMultiboardCharWidthBase80('eng', "n", 131)
setMultiboardCharWidthBase80('eng', "o", 120)
setMultiboardCharWidthBase80('eng', "p", 120)
setMultiboardCharWidthBase80('eng', "q", 120)
setMultiboardCharWidthBase80('eng', "r", 206)
setMultiboardCharWidthBase80('eng', "s", 160)
setMultiboardCharWidthBase80('eng', "t", 206)
setMultiboardCharWidthBase80('eng', "u", 131)
setMultiboardCharWidthBase80('eng', "v", 144)
setMultiboardCharWidthBase80('eng', "w", 90)
setMultiboardCharWidthBase80('eng', "x", 131)
setMultiboardCharWidthBase80('eng', "y", 144)
setMultiboardCharWidthBase80('eng', "z", 144)
setMultiboardCharWidthBase80('eng', "A", 103)
setMultiboardCharWidthBase80('eng', "B", 120)
setMultiboardCharWidthBase80('eng', "C", 103)
setMultiboardCharWidthBase80('eng', "D", 103)
setMultiboardCharWidthBase80('eng', "E", 131)
setMultiboardCharWidthBase80('eng', "F", 160)
setMultiboardCharWidthBase80('eng', "G", 103)
setMultiboardCharWidthBase80('eng', "H", 96)
setMultiboardCharWidthBase80('eng', "I", 288)
setMultiboardCharWidthBase80('eng', "J", 240)
setMultiboardCharWidthBase80('eng', "K", 120)
setMultiboardCharWidthBase80('eng', "L", 131)
setMultiboardCharWidthBase80('eng', "M", 76)
setMultiboardCharWidthBase80('eng', "N", 96)
setMultiboardCharWidthBase80('eng', "O", 85)
setMultiboardCharWidthBase80('eng', "P", 131)
setMultiboardCharWidthBase80('eng', "Q", 85)
setMultiboardCharWidthBase80('eng', "R", 120)
setMultiboardCharWidthBase80('eng', "S", 131)
setMultiboardCharWidthBase80('eng', "T", 144)
setMultiboardCharWidthBase80('eng', "U", 103)
setMultiboardCharWidthBase80('eng', "V", 120)
setMultiboardCharWidthBase80('eng', "W", 76)
setMultiboardCharWidthBase80('eng', "X", 111)
setMultiboardCharWidthBase80('eng', "Y", 120)
setMultiboardCharWidthBase80('eng', "Z", 111)
setMultiboardCharWidthBase80('eng', "1", 206)
setMultiboardCharWidthBase80('eng', "2", 131)
setMultiboardCharWidthBase80('eng', "3", 131)
setMultiboardCharWidthBase80('eng', "4", 111)
setMultiboardCharWidthBase80('eng', "5", 131)
setMultiboardCharWidthBase80('eng', "6", 120)
setMultiboardCharWidthBase80('eng', "7", 131)
setMultiboardCharWidthBase80('eng', "8", 111)
setMultiboardCharWidthBase80('eng', "9", 120)
setMultiboardCharWidthBase80('eng', "0", 111)
setMultiboardCharWidthBase80('eng', ":", 360)
setMultiboardCharWidthBase80('eng', ";", 360)
setMultiboardCharWidthBase80('eng', ".", 360)
setMultiboardCharWidthBase80('eng', "#", 103)
setMultiboardCharWidthBase80('eng', ",", 360)
setMultiboardCharWidthBase80('eng', " ", 288) --space
setMultiboardCharWidthBase80('eng', "'", 480)
setMultiboardCharWidthBase80('eng', "!", 360)
setMultiboardCharWidthBase80('eng', "$", 131)
setMultiboardCharWidthBase80('eng', "&", 120)
setMultiboardCharWidthBase80('eng', "/", 180)
setMultiboardCharWidthBase80('eng', "(", 240)
setMultiboardCharWidthBase80('eng', ")", 240)
setMultiboardCharWidthBase80('eng', "=", 111)
setMultiboardCharWidthBase80('eng', "?", 180)
setMultiboardCharWidthBase80('eng', "^", 144)
setMultiboardCharWidthBase80('eng', "<", 131)
setMultiboardCharWidthBase80('eng', ">", 131)
setMultiboardCharWidthBase80('eng', "-", 180)
setMultiboardCharWidthBase80('eng', "+", 111)
setMultiboardCharWidthBase80('eng', "*", 180)
setMultiboardCharWidthBase80('eng', "|", 480) --2 vertical bars in a row escape to one. So you could print 960 ones in a line, 480 would display. Maybe need to adapt to this before calculating string width.
setMultiboardCharWidthBase80('eng', "~", 144)
setMultiboardCharWidthBase80('eng', "{", 240)
setMultiboardCharWidthBase80('eng', "}", 240)
setMultiboardCharWidthBase80('eng', "[", 240)
setMultiboardCharWidthBase80('eng', "]", 240)
setMultiboardCharWidthBase80('eng', "_", 120)
setMultiboardCharWidthBase80('eng', "\x25", 103) --percent
setMultiboardCharWidthBase80('eng', "\x5C", 180) --backslash
setMultiboardCharWidthBase80('eng', "\x22", 206) --double quotation mark
setMultiboardCharWidthBase80('eng', "\x40", 96) --at sign
setMultiboardCharWidthBase80('eng', "\x60", 206) --Gravis (Accent)
end
end
Debug.endFile()
if Debug and Debug.beginFile then Debug.beginFile("IngameConsole") end
--[[
--------------------------
----| Ingame Console |----
--------------------------
/**********************************************
* Allows you to use the following ingame commands:
* "-exec <code>" to execute any code ingame.
* "-console" to start an ingame console interpreting any further chat input as code and showing both return values of function calls and error messages. Furthermore, the print function will print
* directly to the console after it got started. You can still look up all print messages in the F12-log.
***********************
* -------------------
* |Using the console|
* -------------------
* Any (well, most) chat input by any player after starting the console is interpreted as code and directly executed. You can enter terms (like 4+5 or just any variable name), function calls (like print("bla"))
* and set-statements (like y = 5). If the code has any return values, all of them are printed to the console. Erroneous code will print an error message.
* Chat input starting with a hyphen is being ignored by the console, i.e. neither executed as code nor printed to the console. This allows you to still use other chat commands like "-exec" without prompting errors.
***********************
* ------------------
* |Multiline-Inputs|
* ------------------
* You can prevent a chat input from being immediately executed by preceeding it with the '>' character. All lines entered this way are halted, until any line not starting with '>' is being entered.
* The first input without '>' will execute all halted lines (and itself) in one chunk.
* Example of a chat input (the console will add an additional '>' to every line):
* >function a(x)
* >return x
* end
***********************
* Note that multiline inputs don't accept pure term evaluations, e.g. the following input is not supported and will prompt an error, while the same lines would have worked as two single-line inputs:
* >x = 5
* x
***********************
* -------------------
* |Reserved Keywords|
* -------------------
* The following keywords have a reserved functionality, i.e. are direct commands for the console and will not be interpreted as code:
* - 'help' - will show a list of all reserved keywords along very short explanations.
* - 'exit' - will shut down the console
* - 'share' - will share the players console with every other player, allowing others to read and write into it. Will force-close other players consoles, if they have one active.
* - 'clear' - will clear all text from the console, except the word 'clear'
* - 'lasttrace' - will show the stack trace of the latest error that occured within IngameConsole
* - 'show' - will show the console, after it was accidently hidden (you can accidently hide it by showing another multiboard, while the console functionality is still up and running).
* - 'printtochat' - will let the print function return to normal behaviour (i.e. print to the chat instead of the console).
* - 'printtoconsole'- will let the print function print to the console (which is default behaviour).
* - 'autosize on' - will enable automatic console resize depending on the longest string in the display. This is turned on by default.
* - 'autosize off' - will disable automatic console resize and instead linebreak long strings into multiple lines.
* - 'textlang eng' - lets the console use english Wc3 text language font size to compute linebreaks (look in your Blizzard launcher settings to find out)
* - 'textlang ger' - lets the console use german Wc3 text language font size to compute linebreaks (look in your Blizzard launcher settings to find out)
***********************
* --------------
* |Paste Helper|
* --------------
* @Luashine has created a tool that simplifies pasting multiple lines of code from outside Wc3 into the IngameConsole.
* This is particularly useful, when you want to execute a large chunk of testcode containing several linebreaks.
* Goto: https://github.com/Luashine/wc3-debug-console-paste-helper#readme
*
*************************************************/
--]]
-- disable sumneko extension warnings for imported resource
---@diagnostic disable
----------------
--| Settings |--
----------------
---@class IngameConsole
IngameConsole = {
--Settings
numRows = 20 ---@type integer Number of Rows of the console (multiboard), excluding the title row. So putting 20 here will show 21 rows, first being the title row.
, autosize = true ---@type boolean Defines, whether the width of the main Column automatically adjusts with the longest string in the display.
, currentWidth = 0.5 ---@type number Current and starting Screen Share of the console main column.
, mainColMinWidth = 0.3 ---@type number Minimum Screen share of the console main column.
, mainColMaxWidth = 0.8 ---@type number Maximum Scren share of the console main column.
, tsColumnWidth = 0.06 ---@type number Screen Share of the Timestamp Column
, linebreakBuffer = 0.008 ---@type number Screen Share that is added to longest string in display to calculate the screen share for the console main column. Compensates for the small inaccuracy of the String Width function.
, maxLinebreaks = 8 ---@type integer Defines the maximum amount of linebreaks, before the remaining output string will be cut and not further displayed.
, printToConsole = true ---@type boolean defines, if the print function should print to the console or to the chat
, sharedConsole = false ---@type boolean defines, if the console is displayed to each player at the same time (accepting all players input) or if all players much start their own console.
, showTraceOnError = false ---@type boolean defines, if the console shows a trace upon printing errors. Usually not too useful within console, because you have just initiated the erroneous call.
, textLanguage = 'eng' ---@type string text language of your Wc3 installation, which influences font size (look in the settings of your Blizzard launcher). Currently only supports 'eng' and 'ger'.
, colors = {
timestamp = "bbbbbb" ---@type string Timestamp Color
, singleLineInput = "ffffaa" ---@type string Color to be applied to single line console inputs
, multiLineInput = "ffcc55" ---@type string Color to be applied to multi line console inputs
, returnValue = "00ffff" ---@type string Color applied to return values
, error = "ff5555" ---@type string Color to be applied to errors resulting of function calls
, keywordInput = "ff00ff" ---@type string Color to be applied to reserved keyword inputs (console reserved keywords)
, info = "bbbbbb" ---@type string Color to be applied to info messages from the console itself (for instance after creation or after printrestore)
}
--Privates
, numCols = 2 ---@type integer Number of Columns of the console (multiboard). Adjusting this requires further changes on code base.
, player = nil ---@type player player for whom the console is being created
, currentLine = 0 ---@type integer Current Output Line of the console.
, inputload = '' ---@type string Input Holder for multi-line-inputs
, output = {} ---@type string[] Array of all output strings
, outputTimestamps = {} ---@type string[] Array of all output string timestamps
, outputWidths = {} ---@type number[] remembers all string widths to allow for multiboard resize
, trigger = nil ---@type trigger trigger processing all inputs during console lifetime
, multiboard = nil ---@type multiboard
, timer = nil ---@type timer gets started upon console creation to measure timestamps
, errorHandler = nil ---@type fun(errorMsg:string):string error handler to be used within xpcall. We create one per console to make it compatible with console-specific settings.
, lastTrace = '' ---@type string trace of last error occured within console. To be printed via reserved keyword "lasttrace"
--Statics
, keywords = {} ---@type table<string,function> saves functions to be executed for all reserved keywords
, playerConsoles = {} ---@type table<player,IngameConsole> Consoles currently being active. up to one per player.
, originalPrint = print ---@type function original print function to restore, after the console gets closed.
}
IngameConsole.__index = IngameConsole
IngameConsole.__name = 'IngameConsole'
------------------------
--| Console Creation |--
------------------------
---Creates and opens up a new console.
---@param consolePlayer player player for whom the console is being created
---@return IngameConsole
function IngameConsole.create(consolePlayer)
local new = {} ---@type IngameConsole
setmetatable(new, IngameConsole)
---setup Object data
new.player = consolePlayer
new.output = {}
new.outputTimestamps = {}
new.outputWidths = {}
--Timer
new.timer = CreateTimer()
TimerStart(new.timer, 3600., true, nil) --just to get TimeElapsed for printing Timestamps.
--Trigger to be created after short delay, because otherwise it would fire on "-console" input immediately and lead to stack overflow.
new:setupTrigger()
--Multiboard
new:setupMultiboard()
--Create own error handler per console to be compatible with console-specific settings
new:setupErrorHandler()
--Share, if settings say so
if IngameConsole.sharedConsole then
new:makeShared() --we don't have to exit other players consoles, because we look for the setting directly in the class and there just logically can't be other active consoles.
end
--Welcome Message
new:out('info', 0, false, "Console started. Any further chat input will be executed as code, except when beginning with \x22-\x22.")
return new
end
---Creates the multiboard used for console display.
function IngameConsole:setupMultiboard()
self.multiboard = CreateMultiboard()
MultiboardSetRowCount(self.multiboard, self.numRows + 1) --title row adds 1
MultiboardSetColumnCount(self.multiboard, self.numCols)
MultiboardSetTitleText(self.multiboard, "Console")
local mbitem
for col = 1, self.numCols do
for row = 1, self.numRows + 1 do --Title row adds 1
mbitem = MultiboardGetItem(self.multiboard, row -1, col -1)
MultiboardSetItemStyle(mbitem, true, false)
MultiboardSetItemValueColor(mbitem, 255, 255, 255, 255) -- Colors get applied via text color code
MultiboardSetItemWidth(mbitem, (col == 1 and self.tsColumnWidth) or self.currentWidth )
MultiboardReleaseItem(mbitem)
end
end
mbitem = MultiboardGetItem(self.multiboard, 0, 0)
MultiboardSetItemValue(mbitem, "|cffffcc00Timestamp|r")
MultiboardReleaseItem(mbitem)
mbitem = MultiboardGetItem(self.multiboard, 0, 1)
MultiboardSetItemValue(mbitem, "|cffffcc00Line|r")
MultiboardReleaseItem(mbitem)
self:showToOwners()
end
---Creates the trigger that responds to chat events.
function IngameConsole:setupTrigger()
self.trigger = CreateTrigger()
TriggerRegisterPlayerChatEvent(self.trigger, self.player, "", false) --triggers on any input of self.player
TriggerAddCondition(self.trigger, Condition(function() return string.sub(GetEventPlayerChatString(),1,1) ~= '-' end)) --console will not react to entered stuff starting with '-'. This still allows to use other chat orders like "-exec".
TriggerAddAction(self.trigger, function() self:processInput(GetEventPlayerChatString()) end)
end
---Creates an Error Handler to be used by xpcall below.
---Adds stack trace plus formatting to the message.
function IngameConsole:setupErrorHandler()
self.errorHandler = function(errorMsg)
errorMsg = Debug.getLocalErrorMsg(errorMsg)
local _, tracePiece, lastFile = nil, "", errorMsg:match("^.-:") or "<unknown>" -- errors on objects created within Ingame Console don't have a file and linenumber. Consider "x = {}; x[nil] = 5".
local fullMsg = errorMsg .. "\nTraceback (most recent call first):\n" .. (errorMsg:match("^.-:\x25d+") or "<unknown>")
--Get Stack Trace. Starting at depth 5 ensures that "error", "messageHandler", "xpcall" and the input error message are not included.
for loopDepth = 5, 50 do --get trace on depth levels up to 50
---@diagnostic disable-next-line: cast-local-type, assign-type-mismatch
_, tracePiece = pcall(error, "", loopDepth) ---@type boolean, string
tracePiece = Debug.getLocalErrorMsg(tracePiece)
if #tracePiece > 0 then --some trace pieces can be empty, but there can still be valid ones beyond that
fullMsg = fullMsg .. " <- " .. ((tracePiece:match("^.-:") == lastFile) and tracePiece:match(":\x25d+"):sub(2,-1) or tracePiece:match("^.-:\x25d+"))
lastFile = tracePiece:match("^.-:")
end
end
self.lastTrace = fullMsg
return "ERROR: " .. (self.showTraceOnError and fullMsg or errorMsg)
end
end
---Shares this console with all players.
function IngameConsole:makeShared()
local player
for i = 0, GetBJMaxPlayers() -1 do
player = Player(i)
if (GetPlayerSlotState(player) == PLAYER_SLOT_STATE_PLAYING) and (IngameConsole.playerConsoles[player] ~= self) then --second condition ensures that the player chat event is not added twice for the same player.
IngameConsole.playerConsoles[player] = self
TriggerRegisterPlayerChatEvent(self.trigger, player, "", false) --triggers on any input
end
end
self.sharedConsole = true
end
---------------------
--| In |--
---------------------
---Processes a chat string. Each input will be printed. Incomplete multiline-inputs will be halted until completion. Completed inputs will be converted to a function and executed. If they have an output, it will be printed.
---@param inputString string
function IngameConsole:processInput(inputString)
--if the input is a reserved keyword, conduct respective actions and skip remaining actions.
if IngameConsole.keywords[inputString] then --if the input string is a reserved keyword
self:out('keywordInput', 1, false, inputString)
IngameConsole.keywords[inputString](self) --then call the method with the same name. IngameConsole.keywords["exit"](self) is just self.keywords:exit().
return
end
--if the input is a multi-line-input, queue it into the string buffer (inputLoad), but don't yet execute anything
if string.sub(inputString, 1, 1) == '>' then --multiLineInput
inputString = string.sub(inputString, 2, -1)
self:out('multiLineInput',2, false, inputString)
self.inputload = self.inputload .. inputString .. '\r' --carriage return
else --if the input is either singleLineInput OR the last line of multiLineInput, execute the whole thing.
self:out(self.inputload == '' and 'singleLineInput' or 'multiLineInput', 1, false, inputString)
self.inputload = self.inputload .. inputString
local loadedFunc, errorMsg = load("return " .. self.inputload) --adds return statements, if possible (works for term statements)
if loadedFunc == nil then
loadedFunc, errorMsg = load(self.inputload)
end
self.inputload = '' --empty inputload before execution of pcall. pcall can break (rare case, can for example be provoked with metatable.__tostring = {}), which would corrupt future console inputs.
--manually catch case, where the input did not define a proper Lua statement (i.e. loadfunc is nil)
local results = loadedFunc and table.pack(xpcall(loadedFunc, self.errorHandler)) or {false, "Input is not a valid Lua-statement: " .. errorMsg}
--output error message (unsuccessful case) or return values (successful case)
if not results[1] then --results[1] is the error status that pcall always returns. False stands for: error occured.
self:out('error', 0, true, results[2]) -- second result of pcall is the error message in case an error occured
elseif results.n > 1 then --Check, if there was at least one valid output argument. We check results.n instead of results[2], because we also get nil as a proper return value this way.
self:out('returnValue', 0, true, table.unpack(results, 2, results.n))
end
end
end
----------------------
--| Out |--
----------------------
-- split color codes, split linebreaks, print lines separately, print load-errors, update string width, update text, error handling with stack trace.
---Duplicates Color coding around linebreaks to make each line printable separately.
---Operates incorrectly on lookalike color codes invalidated by preceeding escaped vertical bar (like "||cffffcc00bla|r").
---Also operates incorrectly on multiple color codes, where the first is missing the end sequence (like "|cffffcc00Hello |cff0000ffWorld|r")
---@param inputString string
---@return string, integer
function IngameConsole.spreadColorCodes(inputString)
local replacementTable = {} --remembers all substrings to be replaced and their replacements.
for foundInstance, color in inputString:gmatch("((|c\x25x\x25x\x25x\x25x\x25x\x25x\x25x\x25x).-|r)") do
replacementTable[foundInstance] = foundInstance:gsub("(\r?\n)", "|r\x251" .. color)
end
return inputString:gsub("((|c\x25x\x25x\x25x\x25x\x25x\x25x\x25x\x25x).-|r)", replacementTable)
end
---Concatenates all inputs to one string, spreads color codes around line breaks and prints each line to the console separately.
---@param colorTheme? '"timestamp"'| '"singleLineInput"' | '"multiLineInput"' | '"result"' | '"keywordInput"' | '"info"' | '"error"' | '"returnValue"' Decides about the color to be applied. Currently accepted: 'timestamp', 'singleLineInput', 'multiLineInput', 'result', nil. (nil equals no colorTheme, i.e. white color)
---@param numIndentations integer Number of '>' chars that shall preceed the output
---@param hideTimestamp boolean Set to false to hide the timestamp column and instead show a "->" symbol.
---@param ... any the things to be printed in the console.
function IngameConsole:out(colorTheme, numIndentations, hideTimestamp, ...)
local inputs = table.pack(...)
for i = 1, inputs.n do
inputs[i] = tostring(inputs[i]) --apply tostring on every input param in preparation for table.concat
end
--Concatenate all inputs (4-space-separated)
local printOutput = table.concat(inputs, ' ', 1, inputs.n)
printOutput = printOutput:find("(\r?\n)") and IngameConsole.spreadColorCodes(printOutput) or printOutput
local substrStart, substrEnd = 1, 1
local numLinebreaks, completePrint = 0, true
repeat
substrEnd = (printOutput:find("(\r?\n)", substrStart) or 0) - 1
numLinebreaks, completePrint = self:lineOut(colorTheme, numIndentations, hideTimestamp, numLinebreaks, printOutput:sub(substrStart, substrEnd))
hideTimestamp = true
substrStart = substrEnd + 2
until substrEnd == -1 or numLinebreaks > self.maxLinebreaks
if substrEnd ~= -1 or not completePrint then
self:lineOut('info', 0, false, 0, "Previous value not entirely printed after exceeding maximum number of linebreaks. Consider adjusting 'IngameConsole.maxLinebreaks'.")
end
self:updateMultiboard()
end
---Prints the given string to the console with the specified colorTheme and the specified number of indentations.
---Only supports one-liners (no \n) due to how multiboards work. Will add linebreaks though, if the one-liner doesn't fit into the given multiboard space.
---@param colorTheme? '"timestamp"'| '"singleLineInput"' | '"multiLineInput"' | '"result"' | '"keywordInput"' | '"info"' | '"error"' | '"returnValue"' Decides about the color to be applied. Currently accepted: 'timestamp', 'singleLineInput', 'multiLineInput', 'result', nil. (nil equals no colorTheme, i.e. white color)
---@param numIndentations integer Number of greater '>' chars that shall preceed the output
---@param hideTimestamp boolean Set to false to hide the timestamp column and instead show a "->" symbol.
---@param numLinebreaks integer
---@param printOutput string the line to be printed in the console.
---@return integer numLinebreaks, boolean hasPrintedEverything returns true, if everything could be printed. Returns false otherwise (can happen for very long strings).
function IngameConsole:lineOut(colorTheme, numIndentations, hideTimestamp, numLinebreaks, printOutput)
--add preceeding greater chars
printOutput = ('>'):rep(numIndentations) .. printOutput
--Print a space instead of the empty string. This allows the console to identify, if the string has already been fully printed (see while-loop below).
if printOutput == '' then
printOutput = ' '
end
--Compute Linebreaks.
local linebreakWidth = ((self.autosize and self.mainColMaxWidth) or self.currentWidth )
local partialOutput = nil
local maxPrintableCharPosition
local printWidth
while string.len(printOutput) > 0 and numLinebreaks <= self.maxLinebreaks do --break, if the input string has reached length 0 OR when the maximum number of linebreaks would be surpassed.
--compute max printable substring (in one multiboard line)
maxPrintableCharPosition, printWidth = IngameConsole.getLinebreakData(printOutput, linebreakWidth - self.linebreakBuffer, self.textLanguage)
--adds timestamp to the first line of any output
if numLinebreaks == 0 then
partialOutput = printOutput:sub(1, numIndentations) .. ((IngameConsole.colors[colorTheme] and "|cff" .. IngameConsole.colors[colorTheme] .. printOutput:sub(numIndentations + 1, maxPrintableCharPosition) .. "|r") or printOutput:sub(numIndentations + 1, maxPrintableCharPosition)) --Colorize the output string, if a color theme was specified. IngameConsole.colors[colorTheme] can be nil.
table.insert(self.outputTimestamps, "|cff" .. IngameConsole.colors['timestamp'] .. ((hideTimestamp and ' ->') or IngameConsole.formatTimerElapsed(TimerGetElapsed(self.timer))) .. "|r")
else
partialOutput = (IngameConsole.colors[colorTheme] and "|cff" .. IngameConsole.colors[colorTheme] .. printOutput:sub(1, maxPrintableCharPosition) .. "|r") or printOutput:sub(1, maxPrintableCharPosition) --Colorize the output string, if a color theme was specified. IngameConsole.colors[colorTheme] can be nil.
table.insert(self.outputTimestamps, ' ..') --need a dummy entry in the timestamp list to make it line-progress with the normal output.
end
numLinebreaks = numLinebreaks + 1
--writes output string and width to the console tables.
table.insert(self.output, partialOutput)
table.insert(self.outputWidths, printWidth + self.linebreakBuffer) --remember the Width of this printed string to adjust the multiboard size in case. 0.5 percent is added to avoid the case, where the multiboard width is too small by a tiny bit, thus not showing some string without spaces.
--compute remaining string to print
printOutput = string.sub(printOutput, maxPrintableCharPosition + 1, -1) --remaining string until the end. Returns empty string, if there is nothing left
end
self.currentLine = #self.output
return numLinebreaks, string.len(printOutput) == 0 --printOutput is the empty string, if and only if everything has been printed
end
---Lets the multiboard show the recently printed lines.
function IngameConsole:updateMultiboard()
local startIndex = math.max(self.currentLine - self.numRows, 0) --to be added to loop counter to get to the index of output table to print
local outputIndex = 0
local maxWidth = 0.
local mbitem
for i = 1, self.numRows do --doesn't include title row (index 0)
outputIndex = i + startIndex
mbitem = MultiboardGetItem(self.multiboard, i, 0)
MultiboardSetItemValue(mbitem, self.outputTimestamps[outputIndex] or '')
MultiboardReleaseItem(mbitem)
mbitem = MultiboardGetItem(self.multiboard, i, 1)
MultiboardSetItemValue(mbitem, self.output[outputIndex] or '')
MultiboardReleaseItem(mbitem)
maxWidth = math.max(maxWidth, self.outputWidths[outputIndex] or 0.) --looping through non-defined widths, so need to coalesce with 0
end
--Adjust Multiboard Width, if necessary.
maxWidth = math.min(math.max(maxWidth, self.mainColMinWidth), self.mainColMaxWidth)
if self.autosize and self.currentWidth ~= maxWidth then
self.currentWidth = maxWidth
for i = 1, self.numRows +1 do
mbitem = MultiboardGetItem(self.multiboard, i-1, 1)
MultiboardSetItemWidth(mbitem, maxWidth)
MultiboardReleaseItem(mbitem)
end
self:showToOwners() --reshow multiboard to update item widths on the frontend
end
end
---Shows the multiboard to all owners (one or all players)
function IngameConsole:showToOwners()
if self.sharedConsole or GetLocalPlayer() == self.player then
MultiboardDisplay(self.multiboard, true)
MultiboardMinimize(self.multiboard, false)
end
end
---Formats the elapsed time as "mm: ss. hh" (h being a hundreds of a sec)
function IngameConsole.formatTimerElapsed(elapsedInSeconds)
return string.format("\x2502d: \x2502.f. \x2502.f", elapsedInSeconds // 60, math.fmod(elapsedInSeconds, 60.) // 1, math.fmod(elapsedInSeconds, 1) * 100)
end
---Computes the max printable substring for a given string and a given linebreakWidth (regarding a single line of console).
---Returns both the substrings last char position and its total width in the multiboard.
---@param stringToPrint string the string supposed to be printed in the multiboard console.
---@param linebreakWidth number the maximum allowed width in one line of the console, before a string must linebreak
---@param textLanguage string 'ger' or 'eng'
---@return integer maxPrintableCharPosition, number printWidth
function IngameConsole.getLinebreakData(stringToPrint, linebreakWidth, textLanguage)
local loopWidth = 0.
local bytecodes = table.pack(string.byte(stringToPrint, 1, -1))
for i = 1, bytecodes.n do
loopWidth = loopWidth + string.charMultiboardWidth(bytecodes[i], textLanguage)
if loopWidth > linebreakWidth then
return i-1, loopWidth - string.charMultiboardWidth(bytecodes[i], textLanguage)
end
end
return bytecodes.n, loopWidth
end
-------------------------
--| Reserved Keywords |--
-------------------------
---Exits the Console
---@param self IngameConsole
function IngameConsole.keywords.exit(self)
DestroyMultiboard(self.multiboard)
DestroyTrigger(self.trigger)
DestroyTimer(self.timer)
IngameConsole.playerConsoles[self.player] = nil
if next(IngameConsole.playerConsoles) == nil then --set print function back to original, when no one has an active console left.
print = IngameConsole.originalPrint
end
end
---Lets the console print to chat
---@param self IngameConsole
function IngameConsole.keywords.printtochat(self)
self.printToConsole = false
self:out('info', 0, false, "The print function will print to the normal chat.")
end
---Lets the console print to itself (default)
---@param self IngameConsole
function IngameConsole.keywords.printtoconsole(self)
self.printToConsole = true
self:out('info', 0, false, "The print function will print to the console.")
end
---Shows the console in case it was hidden by another multiboard before
---@param self IngameConsole
function IngameConsole.keywords.show(self)
self:showToOwners() --might be necessary to do, if another multiboard has shown up and thereby hidden the console.
self:out('info', 0, false, "Console is showing.")
end
---Prints all available reserved keywords plus explanations.
---@param self IngameConsole
function IngameConsole.keywords.help(self)
self:out('info', 0, false, "The Console currently reserves the following keywords:")
self:out('info', 0, false, "'help' shows the text you are currently reading.")
self:out('info', 0, false, "'exit' closes the console.")
self:out('info', 0, false, "'lasttrace' shows the stack trace of the latest error that occured within IngameConsole.")
self:out('info', 0, false, "'share' allows other players to read and write into your console, but also force-closes their own consoles.")
self:out('info', 0, false, "'clear' clears all text from the console.")
self:out('info', 0, false, "'show' shows the console. Sensible to use, when displaced by another multiboard.")
self:out('info', 0, false, "'printtochat' lets Wc3 print text to normal chat again.")
self:out('info', 0, false, "'printtoconsole' lets Wc3 print text to the console (default).")
self:out('info', 0, false, "'autosize on' enables automatic console resize depending on the longest line in the display.")
self:out('info', 0, false, "'autosize off' retains the current console size.")
self:out('info', 0, false, "'textlang eng' will use english text installation font size to compute linebreaks (default).")
self:out('info', 0, false, "'textlang ger' will use german text installation font size to compute linebreaks.")
self:out('info', 0, false, "Preceeding a line with '>' prevents immediate execution, until a line not starting with '>' has been entered.")
end
---Clears the display of the console.
---@param self IngameConsole
function IngameConsole.keywords.clear(self)
self.output = {}
self.outputTimestamps = {}
self.outputWidths = {}
self.currentLine = 0
self:out('keywordInput', 1, false, 'clear') --we print 'clear' again. The keyword was already printed by self:processInput, but cleared immediately after.
end
---Shares the console with other players in the same game.
---@param self IngameConsole
function IngameConsole.keywords.share(self)
for _, console in pairs(IngameConsole.playerConsoles) do
if console ~= self then
IngameConsole.keywords['exit'](console) --share was triggered during console runtime, so there potentially are active consoles of others players that need to exit.
end
end
self:makeShared()
self:showToOwners() --showing it to the other players.
self:out('info', 0,false, "The console of player " .. GetConvertedPlayerId(self.player) .. " is now shared with all players.")
end
---Enables auto-sizing of console (will grow and shrink together with text size)
---@param self IngameConsole
IngameConsole.keywords["autosize on"] = function(self)
self.autosize = true
self:out('info', 0,false, "The console will now change size depending on its content.")
end
---Disables auto-sizing of console
---@param self IngameConsole
IngameConsole.keywords["autosize off"] = function(self)
self.autosize = false
self:out('info', 0,false, "The console will retain the width that it currently has.")
end
---Lets linebreaks be computed by german font size
---@param self IngameConsole
IngameConsole.keywords["textlang ger"] = function(self)
self.textLanguage = 'ger'
self:out('info', 0,false, "Linebreaks will now compute with respect to german text installation font size.")
end
---Lets linebreaks be computed by english font size
---@param self IngameConsole
IngameConsole.keywords["textlang eng"] = function(self)
self.textLanguage = 'eng'
self:out('info', 0,false, "Linebreaks will now compute with respect to english text installation font size.")
end
---Prints the stack trace of the latest error that occured within IngameConsole.
---@param self IngameConsole
IngameConsole.keywords["lasttrace"] = function(self)
self:out('error', 0,false, self.lastTrace)
end
--------------------
--| Main Trigger |--
--------------------
do
--Actions to be executed upon typing -exec
local function execCommand_Actions()
local input = string.sub(GetEventPlayerChatString(),7,-1)
print("Executing input: |cffffff44" .. input .. "|r")
--try preceeding the input by a return statement (preparation for printing below)
local loadedFunc, errorMsg = load("return ".. input)
if not loadedFunc then --if that doesn't produce valid code, try without return statement
loadedFunc, errorMsg = load(input)
end
--execute loaded function in case the string defined a valid function. Otherwise print error.
if errorMsg then
print("|cffff5555Invalid Lua-statement: " .. Debug.getLocalErrorMsg(errorMsg) .. "|r")
else
---@diagnostic disable-next-line: param-type-mismatch
local results = table.pack(Debug.try(loadedFunc))
if results[1] ~= nil or results.n > 1 then
for i = 1, results.n do
results[i] = tostring(results[i])
end
--concatenate all function return values to one colorized string
print("|cff00ffff" .. table.concat(results, ' ', 1, results.n) .. "|r")
end
end
end
local function execCommand_Condition()
return string.sub(GetEventPlayerChatString(), 1, 6) == "-exec "
end
local function startIngameConsole()
IngameConsole.forceStartIngameConsole(GetTriggerPlayer())
end
function IngameConsole.forceStartIngameConsole(p)
--if the triggering player already has a console, show that console and stop executing further actions
if IngameConsole.playerConsoles[p] then
IngameConsole.playerConsoles[p]:showToOwners()
return
end
--create Ingame Console object
IngameConsole.playerConsoles[p] = IngameConsole.create(p)
--overwrite print function
print = function(...)
IngameConsole.originalPrint(...) --the new print function will also print "normally", but clear the text immediately after. This is to add the message to the F12-log.
if IngameConsole.playerConsoles[GetLocalPlayer()] and IngameConsole.playerConsoles[GetLocalPlayer()].printToConsole then
ClearTextMessages() --clear text messages for all players having an active console
end
for player, console in pairs(IngameConsole.playerConsoles) do
if console.printToConsole and (player == console.player) then --player == console.player ensures that the console only prints once, even if the console was shared among all players
console:out(nil, 0, false, ...)
end
end
end
end
---Creates the triggers listening to "-console" and "-exec" chat input.
---Being executed within DebugUtils (MarkGameStart overwrite).
function IngameConsole.createTriggers()
--Exec
local execTrigger = CreateTrigger()
TriggerAddCondition(execTrigger, Condition(execCommand_Condition))
TriggerAddAction(execTrigger, execCommand_Actions)
--Real Console
local consoleTrigger = CreateTrigger()
TriggerAddAction(consoleTrigger, startIngameConsole)
--Events
for i = 0, GetBJMaxPlayers() -1 do
TriggerRegisterPlayerChatEvent(execTrigger, Player(i), "-exec ", false)
TriggerRegisterPlayerChatEvent(consoleTrigger, Player(i), "-console", true)
end
end
end
Debug.endFile()
if Debug and Debug.beginFile then Debug.beginFile('MagiMouse') end
--[[
MagiMouse v1.1
A mouse cursor tracking system for WC3!
(C) ModdieMads
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
excluding commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation and public
profiles is required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
]]
--[[
---+------------------------------------+---
-- | MagiMouse v1.1 | --
---+------------------------------------+---
--> by ModdieMads https://www.hiveworkshop.com/members/moddiemads.310879/
+---------------------------------------------------------------------------------------------------------------------+
| |
| Provides mouse screen coordinates with precision, elegance and asynchronicity! |
| |
| FEATURES: |
| :: Asynchronous, zero-latency tracking of the mouse cursor! What more can you want?? |
| |
+---------------------------------------------------------------------------------------------------------------------+
Special thanks to:
- #modding channel on the HiveWorkshop Discord. The best part of modding WC3!
- @Antares, for the help in pushing this to the above and beyond
- @Tasyen, for the herculean job of writing The Big UI-Frame Tutorial.
- @Water, for the support while we're trying to push WC3 to its limits.
- @Eikonium, for providing the DebugUtils and the IngameConsole.
- @Vinz, for the crosshair texture!
+-------------------------------------------------------------------------------------------------------------------------------------------------+
| Installation: |
| |
| 1. Copy the MagiMouse.toc and MagiMouse.fdf files to the war3MapImported folder of your map. |
| 2. Copy the MagiMouse script into the Trigger Editor. |
| 3. Call MagiMouse.Init() in a trigger with the "Elapsed game time is 0.01 seconds" event. |
| |
+-------------------------------------------------------------------------------------------------------------------------------------------------+
* ------------------
* | API |
* ------------------
*
* MagiMouse.Init(debugEnabled, startFrameX, startFrameY) <returns nil>
* - Initialization function. Required to make the system operational.
* - Args ->
* - debugEnabled: Enables the system to initialize with the Debug mode enabled.
* - startFrameX, startFrameY: Sets the mouse to these coordinates after initialization.
*
* MagiMouse.SetEnable(enabled, newFrameX, newFrameY) <returns nil>
* - Sets the status of the system. Disabling it will stop the tracking.
* - [OPTIONAL]newFrameX, newFrameY: Sets the mouse position to these coordinates upon enabling the system.
*
* MagiMouse.FrameXY2SaneXY(frameX, frameY) <returns real, real>
* - Converts coordinates in frame-space to sane-space.
* - Frame-Space: Center of the screen = {0.4,0.3}
* - Sane-Space: Top-Left of the screen = {0.0,0.0}, Bottom-Right of the screen = {1.0,1.0}
*
* MagiMouse.isInit <read-only, boolean>
* - Retrieves the Init status of the system.
*
* MagiMouse.debugMode <read-only, boolean>
* - Retrieves the Debug Mode status of the system.
*
* MagiMouse.isEnabled <read-only, boolean>
* - Retrieves the Enable status of the system.
*
* MagiMouse.mouseFrameX, MagiMouse.mouseFrameY <read-only, real>
* - Retrieves the frame-space coordinates of the mouse cursor.
* - Center of the screen = {0.4,0.3}
*
* MagiMouse.mouseSaneX, MagiMouse.mouseSaneY <read-only, real>
* - Retrieves the sane-space coordinates of the mouse cursor.
* - Top-Left of the screen = {0.0,0.0}, Bottom-Right of the screen = {1.0,1.0}
*
]]
do
MagiMouse = {
isInit = false,
debugMode = false,
isEnabled = false,
mouseFrameX = 0.0,
mouseFrameY = 0.0,
mouseSaneX = 0.0,
mouseSaneY = 0.0,
};
local mainTick = 0;
local TRACKER_ERROR_LIMIT = .5;
local baseTileSize = .001;
local trackerTilesGaps = {3, 3, 3, 1, 1, 1, 1};
local trackerTilesClms = {9, 9, 7, 3, 3, 3, 3};
local trackerTilesSizes = { baseTileSize,
3.0*baseTileSize,
3.0*3.0*baseTileSize,
7.0*3.0*3.0*baseTileSize,
3.0*7.0*3.0*3.0*baseTileSize,
3.0*3.0*7.0*3.0*3.0*baseTileSize,
3.0*3.0*7.0*3.0*3.0*3.0*baseTileSize
};
local TRACKER_LEVELS = #trackerTilesGaps;
local trackerTilesButtons = {};
local trackerTilesTooltips = {};
local trackerTilesN = 0;
local trackerRawX = 0.0;
local trackerRawY = 0.0;
local trackerFailedCount = 0;
local trackerFlickerTick = 0;
local demoMouseTargetFrame = nil;
local demoMouseTextFrame = nil;
local demoMouseTextFrameX, demoMouseTextFrameY, demoMouseTargetFrameX, demoMouseTargetFrameY;
local screenWid;
local screenHei;
local screenAspectRatio;
local mainTimer;
local function Lerp(v0, v1, t)
return v0 + (v1-v0)*t;
end
local function Clamp(v, v0, v1)
return v < v0 and v0 or (v > v1 and v1 or v);
end
local function Sign(val)
return val < 0 and -1 or 1;
end
local function MoveTracker(x, y)
local testX = 1.666667*(x+.3*screenAspectRatio)/screenAspectRatio;
local testY = (1.0 - 1.666667*(y+.3));
if testX > (1.0+TRACKER_ERROR_LIMIT) or testY > (1.0+TRACKER_ERROR_LIMIT) or
testX < -TRACKER_ERROR_LIMIT or testY < -TRACKER_ERROR_LIMIT then
return MoveTracker(0.0,0.0);
end
trackerRawX = x;
trackerRawY = y;
local curSize, curGap, gapInd0, gapInd1, curClms, clmCenter, ind;
ind = 0;
for lvl=1,TRACKER_LEVELS do
curSize = trackerTilesSizes[lvl];
curGap = trackerTilesGaps[lvl];
curClms = trackerTilesClms[lvl];
clmCenter = curClms >> 1;
gapInd0 = (curClms - curGap) >> 1;
gapInd1 = curClms - gapInd0;
for i=0, curClms-1 do
for i2=0,curClms-1 do
if not (i >= gapInd0 and i < gapInd1 and i2 >= gapInd0 and i2 < gapInd1) then
ind = ind + 1;
BlzFrameSetAbsPoint(
trackerTilesButtons[ind], FRAMEPOINT_CENTER,
trackerRawX + .4 + curSize*(i2 - clmCenter),
trackerRawY + .3 - curSize*(i - clmCenter)
);
end
end
end
end
end
local function SetTrackerVisible(val)
for i=1,trackerTilesN do
BlzFrameSetVisible(trackerTilesButtons[i], val);
end
end
local function UpdateTracker()
local curSize, curGap, gapInd0, gapInd1, curClms, clmCenter, ind;
ind = 0;
for lvl=1,TRACKER_LEVELS do
curSize = trackerTilesSizes[lvl];
curGap = trackerTilesGaps[lvl];
curClms = trackerTilesClms[lvl];
clmCenter = curClms >> 1;
gapInd0 = (curClms - curGap) >> 1;
gapInd1 = curClms - gapInd0;
for i=0, curClms-1 do
for i2=0,curClms-1 do
if not (i >= gapInd0 and i < gapInd1 and i2 >= gapInd0 and i2 < gapInd1) then
ind = ind + 1;
if BlzFrameIsVisible(trackerTilesTooltips[ind]) then
SetTrackerVisible(false);
trackerFlickerTick = mainTick + 26;
MoveTracker(
trackerRawX + curSize*(i2 - clmCenter),
trackerRawY - curSize*(i - clmCenter)
);
return true;
end
end
end
end
end
return false;
end
local function CreateTrackerButton(size)
local button = BlzCreateSimpleFrame('MagiMouseTile', BlzGetOriginFrame(ORIGIN_FRAME_SIMPLE_UI_PARENT, 0), 0);
BlzFrameSetLevel(button, 8);
BlzFrameSetSize(button, size, size);
return button;
end
local function CreateTrackerTooltip(button)
local tooltip = BlzCreateFrameByType('SIMPLEFRAME', '', button, '', 0);
BlzFrameSetTooltip(button, tooltip);
BlzFrameSetEnable(tooltip, false);
BlzFrameSetVisible(tooltip, false);
return tooltip;
end
local function CreateTracker()
local button, curSize, curGap, gapInd0, gapInd1, curClms, ind;
ind = 0;
for lvl=1,TRACKER_LEVELS do
curSize = trackerTilesSizes[lvl];
curGap = trackerTilesGaps[lvl];
curClms = trackerTilesClms[lvl];
gapInd0 = (curClms - curGap) >> 1;
gapInd1 = curClms - gapInd0;
for i=0, curClms-1 do
for i2=0,curClms-1 do
if not (i >= gapInd0 and i < gapInd1 and i2 >= gapInd0 and i2 < gapInd1) then
button = CreateTrackerButton(curSize);
ind = ind + 1;
trackerTilesButtons[ind] = button;
trackerTilesTooltips[ind] = CreateTrackerTooltip(button);
end
end
end
end
trackerTilesN = ind;
MoveTracker(0.0, 0.0);
end
function MagiMouse.InitDemo()
demoMouseTargetFrameX = .4;
demoMouseTargetFrameY = .3;
demoMouseTargetFrame = BlzCreateFrameByType('BACKDROP', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetTexture(demoMouseTargetFrame, 'war3mapImported\\CrossHairSelectionSmall', 0, true);
BlzFrameSetAbsPoint(demoMouseTargetFrame, FRAMEPOINT_CENTER, demoMouseTargetFrameX, demoMouseTargetFrameY);
BlzFrameSetEnable(demoMouseTargetFrame, false);
BlzFrameSetSize(demoMouseTargetFrame, 0.04, 0.04);
demoMouseTextFrameX = .4;
demoMouseTextFrameY = .3;
demoMouseTextFrame = BlzCreateFrameByType('TEXT', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetText(demoMouseTextFrame, '');
BlzFrameSetAbsPoint(demoMouseTextFrame, FRAMEPOINT_CENTER, demoMouseTextFrameX, demoMouseTextFrameY);
BlzFrameSetEnable(demoMouseTextFrame, false);
BlzFrameSetScale(demoMouseTextFrame, 2);
MagiMouse.InitDemo = DoNothing;
end
function MagiMouse.SetDemoVisible(val)
BlzFrameSetVisible(demoMouseTargetFrame, val);
BlzFrameSetVisible(demoMouseTextFrame, val);
end
local function UpdateDemoGraphics()
BlzFrameSetText(
demoMouseTextFrame,
table.concat({
R2S(MagiMouse.mouseFrameX), ' , ', R2S(MagiMouse.mouseFrameY),
'|n|cffdddddd', R2S(MagiMouse.mouseSaneX), ' , ', R2S(MagiMouse.mouseSaneY), '|r'
})
);
demoMouseTextFrameX = Lerp(demoMouseTextFrameX, MagiMouse.mouseFrameX + (MagiMouse.mouseSaneX < .9 and .09 or -.09), .5);
demoMouseTextFrameY = Lerp(demoMouseTextFrameY, MagiMouse.mouseFrameY + (MagiMouse.mouseSaneY > .1 and .03 or -.05), .5);
BlzFrameSetAbsPoint(demoMouseTextFrame, FRAMEPOINT_CENTER, demoMouseTextFrameX, demoMouseTextFrameY);
BlzFrameSetAbsPoint(demoMouseTargetFrame, FRAMEPOINT_CENTER, MagiMouse.mouseFrameX, MagiMouse.mouseFrameY);
end
local function UpdateScreenVars()
screenWid = BlzGetLocalClientWidth();
screenWid = screenWid > 0 and screenWid or 1;
screenHei = BlzGetLocalClientHeight();
screenHei = screenHei > 0 and screenHei or 1;
screenAspectRatio = screenWid/screenHei;
end
local function MainTimerTick()
mainTick = mainTick+1;
if not MagiMouse.isEnabled then return end;
if mainTick == trackerFlickerTick then
SetTrackerVisible(true);
end
if (mainTick&511)==1 then
if BlzGetLocalClientWidth() ~= screenWid then
MoveTracker(0,0);
SetTrackerVisible(true);
trackerFlickerTick = mainTick;
trackerFailedCount = 0;
end
UpdateScreenVars();
end
if trackerFlickerTick <= mainTick and (trackerFailedCount < 8 or (mainTick&15) == 1) then
if UpdateTracker() then
trackerFailedCount = 0;
else
trackerFailedCount = trackerFailedCount + 1;
end
MagiMouse.mouseSaneX = Lerp(MagiMouse.mouseSaneX, 1.666667*(trackerRawX + .3*screenAspectRatio)/screenAspectRatio, .5);
MagiMouse.mouseSaneY = Lerp(MagiMouse.mouseSaneY, (1.0 - 1.666667*(trackerRawY + .3)), .5);
MagiMouse.mouseFrameX = Lerp(MagiMouse.mouseFrameX, trackerRawX + .4, .7);
MagiMouse.mouseFrameY = Lerp(MagiMouse.mouseFrameY, trackerRawY + .3, .7);
end
if demoMouseTargetFrame and (mainTick&15) == 1 then
UpdateDemoGraphics()
end
end
function MagiMouse.FrameXY2SaneXY(frameX, frameY)
return 1.666667*((frameX-.4)+.3*screenAspectRatio)/screenAspectRatio, (1.0 - 1.666667*frameY);
end
function MagiMouse.SetEnable(enabled, newFrameX, newFrameY)
if enabled then
UpdateScreenVars();
if newFrameX or newFrameY then
newFrameX = newFrameX or .4;
newFrameY = newFrameY or .3;
local newX, newY = MagiMouse.FrameXY2SaneXY(newFrameX, newFrameY);
BlzSetMousePos(math.floor(newX*screenWid), math.floor(newY*screenHei));
MoveTracker(newFrameX - .4, newFrameY - .3);
end
SetTrackerVisible(true);
if MagiMouse.debugMode and demoMouseTargetFrame then
MagiMouse.SetDemoVisible(true);
end
else
SetTrackerVisible(false);
if demoMouseTargetFrame then
MagiMouse.SetDemoVisible(false);
end
end
MagiMouse.isEnabled = enabled;
end
function MagiMouse.Init(debugEnabled, startFrameX, startFrameY)
MagiMouse.debugMode = debugEnabled == nil and false or debugEnabled;
if not BlzLoadTOCFile('war3mapImported\\MagiMouse.toc') then
if MagiMouse.debugMode then
print('|cffff5500ERROR:MagiMouse.Init!','Error loading MagiMouse.toc. Please check war3mapImported\\MagiMouse.toc is a valid file.|r');
end
return false;
end
UpdateScreenVars();
CreateTracker();
if MagiMouse.debugMode then
print("|cff66ddffMagiMouse, the Async Mouse Screen Tracker by|r |cffffdd00@ModdieMads!|r");
print("|cffffcc22This project is hosted on HiveWorkshop! Find me there!|r");
print("|cffffcc00If you use, build upon or modify this system,|r |cff9999ffplease give me credit!|r");
MagiMouse.InitDemo();
end
MagiMouse.isEnabled = true;
MagiMouse.isInit = true;
local saneX, saneY = MagiMouse.FrameXY2SaneXY(startFrameX or 0.4, startFrameY or 0.3);
BlzSetMousePos(saneX and math.floor(saneX*screenWid) or screenWid>>1, saneY and math.floor(saneY*screenHei) or screenHei>>1);
mainTimer = CreateTimer();
TimerStart(mainTimer, .001, true, MainTimerTick);
MagiMouse.Init = DoNothing;
return true;
end
end
if Debug and Debug.endFile then Debug.endFile() end
if Debug and Debug.beginFile then Debug.beginFile('MagiCam') end
--[[
MagiCam v1.2
A free-form camera system for WC3! Includes a mathematically perfect World2Screen implementation!
(C) ModdieMads
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
excluding commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation and public
profiles is required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
]]
--[[
---+------------------------------------+---
-- | MagiCam v1.2 | --
---+------------------------------------+---
--> by ModdieMads https://www.hiveworkshop.com/members/moddiemads.310879/
+---------------------------------------------------------------------------------------------------------------------+
| |
| Provides free-form controls for the Warcraft3 camera! |
| |
| FEATURES: |
| :: Agile camera controls! Hold down CTRL to enable the MagiCam controls! |
| :: Click and Drag to control a multitude of camera fields in an intuitive fashion! |
| :: Lock the camera to a unit to follow it while still being able to rotate and pan the camera around! |
| :: A mathematically PERFECT implementation of World2Screen! No magic numbers here! |
| |
+---------------------------------------------------------------------------------------------------------------------+
Special thanks to:
- #modding channel on the HiveWorkshop Discord. The best part of modding WC3!
- @Situ, for the template map used as the perfect showcase!
- @Antares, for the help in pushing this to the above and beyond.
- @Tasyen, for the herculean job of writing The Big UI-Frame Tutorial.
- @Water, for the support while we're trying to push WC3 to its limits.
- @Eikonium, for providing the DebugUtils and the IngameConsole.
- @Vinz, for the crosshair texture!
+-------------------------------------------------------------------------------------------------------------------------------------------------+
| USAGE: |
| |
| 1. Hold down CTRL to enable the MagiCam controls! |
| 2. Copy the MagiCam script into the Trigger Editor. Order it under the MagiMouse script. |
| 3. [OPTIONAL] Configure the system in the MagiCam global table. |
| 4. Call MagiCam.Init() in a trigger with the "Elapsed game time is 0.01 seconds" event. |
| |
+-------------------------------------------------------------------------------------------------------------------------------------------------+
+-------------------------------------------------------------------------------------------------------------------------------------------------+
| INSTALLATION: |
| |
| 1. Install the MagiMouse system into your map. |
| 2. Copy the MagiCam script into the Trigger Editor. Order it under the MagiMouse script. |
| 3. [OPTIONAL] Configure the system in the MagiCam global table. |
| 4. Call MagiCam.Init() in a trigger with the "Elapsed game time is 0.01 seconds" event. |
| |
+-------------------------------------------------------------------------------------------------------------------------------------------------+
* ------------------
* | API |
* ------------------
*
* MagiCam.Init(debugEnabled) <returns nil>
* - Initialization function. Required to make the system operational.
* - Args ->
* - debugEnabled: Enables the system to initialize with the Debug mode enabled.
*
* MagiCam.RefreshCamFields() <returns nil>
* - Reads the camera fields and stores them for speed and ease of access.
*
* MagiCam.FoVToViewPlaneDist(fov) <returns real>
* - Calculates the distance of the camera's view plane to the camera's eye using the Field of View field.
*
* MagiCam.FrameXY2SaneXY(frameX, frameY) <returns real, real>
* - Converts coordinates in frame-space to sane-space.
* - Frame-Space: Center of the screen = {0.4,0.3}
* - Sane-Space: Top-Left of the screen = {0.0,0.0}, Bottom-Right of the screen = {1.0,1.0}
*
* MagiCam.WorldXYZToFrameXY(worldX, worldY, worldZ) <returns real, real> | <returns nil>
* - Calculates the frame-space screen coordinates of a 3D point in world-space.
* - If the screen-space coordinates are outside the screen boundaries, returns nil.
* - SCREEN_XY_TOLERANCE is a configurable tolerance parameter for the screen boundaries check.
* - Zero magic numbers involved!
*
* MagiCam.WorldXYZToSaneXY(worldX, worldY, worldZ) <returns real, real>
* - Calculates the frame-space screen coordinates of a 3D point in world-space.
* - If the screen-space coordinates are outside the screen boundaries, returns nil.
* - SCREEN_XY_TOLERANCE is a configurable tolerance parameter for the screen boundaries check.
* - Frame-Space: Center of the screen = {0.4,0.3}
* - Sane-Space: Top-Left of the screen = {0.0,0.0}, Bottom-Right of the screen = {1.0,1.0}
*
* MagiCam.IsWorldXYZInsideScreen(worldX, worldY, worldZ) <returns boolean>
* - Checks if the screen-space coordinates of a 3D point is within the screen boundaries.
* - SCREEN_XY_TOLERANCE is a configurable tolerance parameter for the screen boundaries check.
*
* MagiCam.IsWorldXYZInsideScreen(worldX, worldY, worldZ) <returns boolean>
* - Checks if the screen-space coordinates of a 3D point is within the screen boundaries.
*
* MagiCam.IsWorldXYZInsideViewCone(worldX, worldY, worldZ) <returns boolean>
* - Checks if a 3D point in world-space is inside the view cone of the camera.
* - VIEW_CONE_TOLERANCE is a configurable tolerance parameter for the view cone check.
*
* MagiCam.SetCamHolder(u) <returns nil>
* - Locks the camera to a unit. If the argument u is nil, unlocks the camera instead.
* - VIEW_CONE_TOLERANCE is a configurable tolerance parameter for the view cone check.
*
* MagiCam.SetEnable(enabled, willResetCam) <returns nil>
* - Sets the status of the system.
* - [OPTIONAL]willResetCam: Resets the camera to game's default camera.
*
* MagiCam.SetFieldsDefaultValuesToCurrent() <returns nil>
* - Sets the default values of the camera's fields to their current values.
* - Automatically called upon initialization.
*
* MagiCam.ResetFieldsValues() <returns nil>
* - Resets the camera's fields (not including the Camera Target) to their default values, as set by MagiCam.SetFieldsDefaultValuesToCurrent.
*
]]
do
local DEG2RAD = 0.017453292519943295;
local RAD2DEG = 57.29577951308232;
local HALF_PI = 0.5*bj_PI;
local TWO_PI = 2.0*bj_PI;
MagiCam = {
-- Easy to Configure Parameters
PAN_DRAG_STRENGTH = 1400,
SIDE_SCROLL_STRENGTH = 140,
HOLD_SPACEBAR_STRENGTH = 140,
-- These 2 can NEVER be the exact same value.
MIN_AOA = 270*DEG2RAD,
MAX_AOA = 360*DEG2RAD,
-- These 2 can NEVER be the exact same value.
MIN_FIRST_PERSON_AOA = 271*DEG2RAD,
MAX_FIRST_PERSON_AOA = 449*DEG2RAD,
-- These 2 can NEVER be the exact same value.
MAX_FIRST_PERSON_ZOFF = 200.0,
MIN_FIRST_PERSON_ZOFF = 0.0,
-- These 2 can NEVER be the exact same value.
MIN_EYE_TARGET_DIST = 50.0,
MAX_EYE_TARGET_DIST = 4800.0,
-- When the Wheel Factor gets lower than this value, first person mode is activated.
WHEEL_FIRST_PERSON_ZONE = 0.2,
isInit = false,
isLocked = false,
isEnabled = false,
debugMode = false,
isLMBDown = false,
isRMBDown = false,
isShiftDown = false,
isSpaceBarDown = false,
isDragging = false,
isToggleKeyDown = false,
defaults = {}
};
local EPSILON = .00001;
local VEC2_1_0 = {1,0};
local VEC2_0_1 = {0,1};
local CAM_VIEW_ASPECT_RATIO = 16.0/9.0;
local CAM_VIEWPORT_HEIGHT = 300.0;
local CAM_CONSOLE_HEIGHT = 130.0;
local CAM_DEF_TARG_DIST = 1650.0;
local SCREEN_XY_TOLERANCE = .02;
local VIEW_CONE_TOLERANCE = .03;
local CAM_UPDATES_PER_MOUSE_MOVE = 8;
local mouseWheelCatcher;
local mouseWheelFactor = (CAM_DEF_TARG_DIST - MagiCam.MIN_EYE_TARGET_DIST)/(MagiCam.MAX_EYE_TARGET_DIST - MagiCam.MIN_EYE_TARGET_DIST);
local mouseWheelFactorStep = .1;
local willUpdateMouseWheel = false;
local MAIN_TICK_DUR = .02;
local mouseMoveTick = 0;
local lastCamUpdateTick = 0;
local lastRefreshCamFieldsTick = -1;
local lastUpdateViewAxesTick = -1;
local spaceBarDownTick = -1;
local mainTick = 0;
local lastMouseMoveFrame = 0;
local worldRectMinX = 0.0;
local worldRectMinY = 0.0;
local worldRectMaxX = 0.0;
local worldRectMaxY = 0.0;
local mouseX = 0.5;
local mouseY = 0.5;
local startDragMouseX = 0.0;
local startDragMouseY = 0.0;
local startDragCamTargetX = 0.0;
local startDragCamTargetY = 0.0;
local startDragOffsetX = 0.0;
local startDragOffsetY = 0.0;
local curDragCamRot = bj_PI/2.0;
local startDragCamRot = curDragCamRot;
local curDragCamAoA = DEG2RAD*304.0;
local startDragCamAoA = curDragCamAoA;
local curDragCamLocalYaw = 0;
local startDragCamLocalYaw = curDragCamLocalYaw;
local curDragCamLocalPitch = 0;
local startDragCamLocalPitch = curDragCamLocalPitch;
local curDragCamLocalRoll = 0;
local startDragCamLocalRoll = curDragCamLocalRoll;
local vecCamTarg = {};
local vecCamEye = {};
local vecCamDir = {};
local camDirX;
local camDirY;
local camDirZ;
local vecViewPlaneN, vecViewPlaneOri, vecViewPlaneDist, vecCamSide, vecCamUp;
local vecViewAxisX = {1,0,0};
local vecViewAxisY = {0,1,0};
local mainTimer;
local tempLoc;
local function PrintDebug(...)
if MagiCam.debugMode then print(...) end;
end
function GetLocZ(x, y)
MoveLocation(tempLoc, x, y);
return GetLocationZ(tempLoc);
end
local function Round(val)
return math.floor(val + .5);
end
local function Lerp(v0, v1, t)
return v0 + (v1-v0)*t;
end
local function Clamp(v, v0, v1)
return v < v0 and v0 or (v > v1 and v1 or v);
end
local function Sign(val)
return val < 0 and -1 or 1;
end
local function Vec2Dot(vec0, vec1)
return vec0[1]*vec1[1] + vec0[2]*vec1[2];
end
local function Vec2Mag(vec)
return math.sqrt(Vec2Dot(vec,vec));
end
local function Vec2Scale(vec, scalar)
return {vec[1]*scalar, vec[2]*scalar};
end
local function Vec2Normalize(vec)
return Vec2Scale(vec, 1.0/Vec2Mag(vec));
end
local function Vec2RadGap(vecTo, vecFrom)
return math.atan(vecFrom[1]*vecTo[2] - vecFrom[2]*vecTo[1], vecTo[1]*vecFrom[1] + vecTo[2]*vecFrom[2]);
end
local function Vec3Lerp(vec0, vec1, t)
return {Lerp(vec0[1],vec1[1],t), Lerp(vec0[2],vec1[2],t), Lerp(vec0[3],vec1[3],t)};
end
local function Vec3Dot(vec0, vec1)
return vec0[1]*vec1[1] + vec0[2]*vec1[2] + vec0[3]*vec1[3];
end
local function Vec3SqrMag(vec)
return vec[1]*vec[1] + vec[2]*vec[2] + vec[3]*vec[3];
end
local function Vec3Mag(vec)
return math.sqrt(Vec3SqrMag(vec));
end
local function Vec3Scale(vec, scalar)
return {vec[1]*scalar, vec[2]*scalar, vec[3]*scalar};
end
local function Vec3Proj(vec, vecBase)
return Vec3Scale(vecBase, Vec3Dot(vec, vecBase)/Vec3SqrMag(vecBase));
end
local function Vec3RadGap(vec0, vec1)
return math.acos(Clamp((Vec3Dot(vec0, vec1) / math.sqrt(Vec3SqrMag(vec0) * Vec3SqrMag(vec1))),-1.0,1.0))
end
local function Vec3Cross(vecTo, vecFrom)
return {vecFrom[2]*vecTo[3] - vecFrom[3]*vecTo[2], vecFrom[3]*vecTo[1] - vecFrom[1]*vecTo[3], vecFrom[1]*vecTo[2] - vecFrom[2]*vecTo[1]};
end
local function Vec3Neg(vec)
return {-vec[1], -vec[2], -vec[3]};
end
local function Vec3Sqr(vec)
return {vec[1]*vec[1], vec[2]*vec[2], vec[3]*vec[3]};
end
local function Vec3Normalize(vec)
return Vec3Scale(vec, 1.0/Vec3Mag(vec));
end
local function Vec3Subtract(vecTo, vecFrom)
return {vecTo[1]-vecFrom[1], vecTo[2]-vecFrom[2], vecTo[3]-vecFrom[3]};
end
local function Vec3Add(vec0, vec1)
return {vec0[1]+vec1[1], vec0[2]+vec1[2], vec0[3]+vec1[3]};
end
local function Vec3Add_3(vec0, vec1, vec2)
return {vec0[1]+vec1[1]+vec2[1], vec0[2]+vec1[2]+vec2[2], vec0[3]+vec1[3]+vec2[3]};
end
local function Vec3RotateByVec(v, n, radVal)
local cosrad = math.cos(radVal);
return Vec3Add_3(Vec3Scale(v,cosrad), Vec3Scale(Vec3Cross(v, n), math.sin(radVal)), Vec3Scale(n, Vec3Dot(n,v)*(1.0 - cosrad)));
end
local function LinePlaneIntersectionVecScalar(vecLine0, vecLine1, vecPlaneNorm, viewPlaneConst)
local dLine = Vec3Subtract(vecLine1, vecLine0);
local dot = Vec3Dot(dLine, vecPlaneNorm);
if dot == 0 then return nil end;
local t = -(Vec3Dot(vecLine0, vecPlaneNorm) - viewPlaneConst)/dot;
return Vec3Add(vecLine0, Vec3Scale(dLine,t)), t;
end
local function ResizeWheelCatcher()
BlzFrameSetSize(mouseWheelCatcher, MagiCam.screenAspectRatio*.6 - .015, .6 - .01);
end
local function HideMouseWheelCatcher()
BlzFrameSetVisible(mouseWheelCatcher, false);
BlzFrameCageMouse(mouseWheelCatcher, false);
spaceBarDownTick = -1;
end
local function TrigToggleKeyDown()
EnableDragSelect(false, false);
if lastRefreshCamFieldsTick < mainTick then MagiCam.RefreshCamFields() end;
BlzFrameSetVisible(mouseWheelCatcher, true);
ResizeWheelCatcher();
BlzFrameCageMouse(mouseWheelCatcher, true);
MagiCam.isToggleKeyDown = true;
end
local function TrigToggleKeyUp()
EnableDragSelect(true, true);
HideMouseWheelCatcher();
MagiCam.isDragging = false;
MagiCam.isToggleKeyDown = false;
end
function MagiCam.RefreshCamFields()
local math_sqrt = math.sqrt;
local oldWid, oldHei = MagiCam.screenWid, MagiCam.screenHei;
MagiCam.screenWid = BlzGetLocalClientWidth();
MagiCam.screenWid = MagiCam.screenWid > 0 and MagiCam.screenWid or 1;
MagiCam.screenHei = BlzGetLocalClientHeight();
MagiCam.screenHei = MagiCam.screenHei > 0 and MagiCam.screenHei or 1;
MagiCam.screenAspectRatio = MagiCam.screenWid/MagiCam.screenHei;
MagiCam.screenDiag = math_sqrt(MagiCam.screenWid*MagiCam.screenWid + MagiCam.screenHei*MagiCam.screenHei);
if oldWid ~= MagiCam.screenWid or oldHei ~= MagiCam.screenHei or not BlzIsLocalClientActive() then
ResizeWheelCatcher();
TrigToggleKeyUp();
MagiCam.isShiftDown = false;
end
MagiCam.fov = GetCameraField(CAMERA_FIELD_FIELD_OF_VIEW);
MagiCam.rotation = GetCameraField(CAMERA_FIELD_ROTATION);
MagiCam.roll = GetCameraField(CAMERA_FIELD_ROLL);
MagiCam.aoa = GetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK);
MagiCam.targetDist = GetCameraField(CAMERA_FIELD_TARGET_DISTANCE);
MagiCam.zOffset = GetCameraField(CAMERA_FIELD_ZOFFSET);
MagiCam.targetX = GetCameraTargetPositionX();
MagiCam.targetY = GetCameraTargetPositionY();
MagiCam.targetZ = GetCameraTargetPositionZ();
MagiCam.holderX = MagiCam.targetX;
MagiCam.holderY = MagiCam.targetY;
MagiCam.holderZ = MagiCam.targetZ;
vecCamTarg[1] = MagiCam.targetX;
vecCamTarg[2] = MagiCam.targetY;
vecCamTarg[3] = MagiCam.targetZ;
if MagiCam.camHolder then
if GetUnitTypeId(MagiCam.camHolder) == 0 then
MagiCam.camHolder = nil;
else
MagiCam.holderX = GetUnitX(MagiCam.camHolder);
MagiCam.holderY = GetUnitY(MagiCam.camHolder);
MagiCam.holderZ = GetLocZ(MagiCam.holderX, MagiCam.holderY);
end
end
MagiCam.eyeX = GetCameraEyePositionX();
MagiCam.eyeY = GetCameraEyePositionY();
MagiCam.eyeZ = GetCameraEyePositionZ();
vecCamEye[1] = MagiCam.eyeX;
vecCamEye[2] = MagiCam.eyeY;
vecCamEye[3] = MagiCam.eyeZ;
camDirX = MagiCam.targetX - MagiCam.eyeX;
camDirY = MagiCam.targetY - MagiCam.eyeY;
camDirZ = MagiCam.targetZ - MagiCam.eyeZ;
local invmag = 1.0/math_sqrt(camDirX*camDirX + camDirY*camDirY + camDirZ*camDirZ);
camDirX = camDirX*invmag;
camDirY = camDirY*invmag;
camDirZ = camDirZ*invmag;
vecCamDir[1] = camDirX;
vecCamDir[2] = camDirY;
vecCamDir[3] = camDirZ;
MagiCam.localYaw = GetCameraField(CAMERA_FIELD_LOCAL_YAW);
MagiCam.localPitch = GetCameraField(CAMERA_FIELD_LOCAL_PITCH);
MagiCam.localRoll = GetCameraField(CAMERA_FIELD_LOCAL_ROLL);
lastRefreshCamFieldsTick = mainTick;
end
local MCGVPD_memoArg = 70.0*DEG2RAD;
local MCGVPD_memoVal = 740.66448;
local CAM_ASPECT_RATIO_FOV_FIX = 1.05/(2*math.sqrt(CAM_VIEW_ASPECT_RATIO + 1.0));
function MagiCam.FoVToViewPlaneDist(fov)
MCGVPD_memoVal = MCGVPD_memoArg == fov and MCGVPD_memoVal or CAM_VIEWPORT_HEIGHT/math.tan(fov*CAM_ASPECT_RATIO_FOV_FIX);
MCGVPD_memoArg = fov;
return MCGVPD_memoVal;
end
local function UpdateViewAxes()
if lastRefreshCamFieldsTick < mainTick then MagiCam.RefreshCamFields() end;
local vecCamSight = Vec3Subtract(vecCamTarg, vecCamEye);
vecViewPlaneN = Vec3Normalize(vecCamSight);
local screenUpSideSign = Sign(-math.sin(2.0*MagiCam.aoa));
local vecCamFront = {vecCamSight[1]*screenUpSideSign, vecCamSight[2]*screenUpSideSign, 0.0};
vecCamFront = Vec3SqrMag(vecCamFront) > EPSILON and Vec3Normalize(vecCamFront) or {math.cos(MagiCam.rotation), math.sin(MagiCam.rotation), 0};
vecCamFront = Vec3RotateByVec(vecCamFront, vecViewPlaneN, MagiCam.roll);
vecCamSide = Vec3Normalize(Vec3Cross(vecCamFront, vecViewPlaneN));
if MagiCam.localPitch ~= 0 then
vecViewPlaneN = Vec3RotateByVec(vecViewPlaneN, vecCamSide, MagiCam.localPitch);
vecCamFront = Vec3RotateByVec(vecCamFront, vecCamSide, MagiCam.localPitch);
end
vecCamUp = Vec3RotateByVec(vecViewPlaneN, vecCamSide, HALF_PI);
if MagiCam.localYaw ~= 0 then
vecViewPlaneN = Vec3RotateByVec(vecViewPlaneN, vecCamUp, MagiCam.localYaw);
vecCamSide = Vec3RotateByVec(vecCamSide, vecCamUp, MagiCam.localYaw);
vecCamFront = Vec3RotateByVec(vecCamFront, vecCamUp, MagiCam.localYaw);
end
if MagiCam.localRoll ~= 0 then
vecCamUp = Vec3RotateByVec(vecCamUp, vecViewPlaneN, MagiCam.localRoll);
vecCamSide = Vec3RotateByVec(vecCamSide, vecViewPlaneN, MagiCam.localRoll);
vecCamFront = Vec3RotateByVec(vecCamFront, vecViewPlaneN, MagiCam.localRoll);
end
vecViewPlaneDist = MagiCam.FoVToViewPlaneDist(MagiCam.fov);
vecViewPlaneOri = Vec3Add(vecCamEye, Vec3Scale(vecViewPlaneN, vecViewPlaneDist));
viewPlaneConst = Vec3Dot(vecViewPlaneN, vecViewPlaneOri);
vecCamFront = Vec3Add(vecCamEye, vecCamFront);
vecViewAxisY = LinePlaneIntersectionVecScalar(
vecCamFront,
Vec3Add(
vecCamFront,
Vec3Scale(vecViewPlaneN, 100000.0)
),
vecViewPlaneN,
viewPlaneConst
);
vecViewAxisY = Vec3Subtract(vecViewAxisY, vecViewPlaneOri);
vecViewAxisY = Vec3Normalize(vecViewAxisY);
vecViewAxisX = Vec3Cross(vecViewAxisY, vecViewPlaneN);
lastUpdateViewAxesTick = mainTick;
end
function MagiCam.FrameXY2SaneXY(frameX, frameY)
return 1.666667*((frameX-.4)+.3*MagiCam.screenAspectRatio)/MagiCam.screenAspectRatio, (1.0 - 1.666667*frameY);
end
function MagiCam.WorldXYZToFrameXY(worldX, worldY, worldZ)
if lastUpdateViewAxesTick < mainTick then UpdateViewAxes() end;
local vecIntersect, tIntersect = LinePlaneIntersectionVecScalar(
{worldX, worldY, worldZ == nil and GetLocZ(worldX, worldY) or worldZ},
vecCamEye,
vecViewPlaneN,
viewPlaneConst
);
if tIntersect > 1.0 then
return nil;
end
local vecIntersectDif = Vec3Subtract(vecIntersect, vecViewPlaneOri);
local projX = Vec3Dot(vecIntersectDif, vecViewAxisX);
local projY = Vec3Dot(vecIntersectDif, vecViewAxisY) + CAM_CONSOLE_HEIGHT*(1.0 - math.cos(MagiCam.aoa));
projX = .001*(projX+400.);
projY = .001*(projY+300.);
local saneX, saneY = MagiCam.FrameXY2SaneXY(projX, projY);
if saneX < -SCREEN_XY_TOLERANCE and saneX > 1.0 + SCREEN_XY_TOLERANCE and
saneY < -SCREEN_XY_TOLERANCE and saneY > 1.0 + SCREEN_XY_TOLERANCE then
return nil;
end
return projX, projY;
end
function MagiCam.WorldXYZToSaneXY(x, y, z)
local frameX, frameY = MagiCam.WorldXYZToFrameXY(x, y, z);
if not frameX then return nil end;
return MagiCam.FrameXY2SaneXY(frameX, frameY);
end
function MagiCam.IsWorldXYZInsideScreen(x, y, z)
return MagiCam.WorldXYZToSaneXY(x, y, z) ~= nil;
end
function MagiCam.IsWorldXYZInsideViewCone(x, y, z)
if lastRefreshCamFieldsTick < mainTick then MagiCam.RefreshCamFields() end;
local vecXYZFromCam = Vec3Subtract({x, y, z}, vecCamEye);
local dot = Vec3Dot(vecXYZFromCam, vecCamDir);
local coneRadius = .5*(1.0 + VIEW_CONE_TOLERANCE)*dot*MagiCam.screenDiag/MagiCam.FoVToViewPlaneDist(MagiCam.fov);
return Vec3SqrMag(Vec3Subtract(vecXYZFromCam, Vec3Scale(vecCamDir, dot))) < coneRadius*coneRadius;
end
local function TrigMouseDown()
MagiCam.mouseWorldX = BlzGetTriggerPlayerMouseX();
MagiCam.mouseWorldY = BlzGetTriggerPlayerMouseY();
local mouseBtn = BlzGetTriggerPlayerMouseButton();
if mouseBtn == MOUSE_BUTTON_TYPE_LEFT then
MagiCam.isLMBDown = true;
elseif mouseBtn == MOUSE_BUTTON_TYPE_RIGHT then
MagiCam.isRMBDown = true;
end
if BlzFrameIsVisible(mouseWheelCatcher) then
if MagiCam.isLMBDown then
ShowInterface(false,0);
ShowInterface(true,0);
MagiCam.isDragging = true;
if lastRefreshCamFieldsTick < mainTick then MagiCam.RefreshCamFields() end;
startDragMouseX = mouseX;
startDragMouseY = mouseY;
startDragCamRot = MagiCam.rotation;
curDragCamRot = startDragCamRot;
startDragCamAoA = MagiCam.aoa;
startDragCamAoA = (startDragCamAoA > HALF_PI) and startDragCamAoA or startDragCamAoA + TWO_PI;
curDragCamAoA = startDragCamAoA;
startDragCamLocalYaw = MagiCam.localYaw;
curDragCamLocalYaw = startDragCamLocalYaw;
startDragCamLocalPitch = MagiCam.localPitch;
curDragCamLocalPitch = startDragCamLocalPitch;
startDragCamLocalRoll = MagiCam.localRoll;
curDragCamLocalRoll = startDragCamLocalRoll;
elseif MagiCam.isRMBDown then
--MagiCam.isRMBDown = true;
ShowInterface(false,0);
ShowInterface(true,0);
MagiCam.isDragging = true;
if lastRefreshCamFieldsTick < mainTick then MagiCam.RefreshCamFields() end;
startDragMouseX = mouseX;
startDragMouseY = mouseY;
startDragCamTargetX = MagiCam.holderX;
startDragCamTargetY = MagiCam.holderY;
startDragOffsetX = MagiCam.holderOffsetX;
startDragOffsetY = MagiCam.holderOffsetY;
end
end
end
local function TrigMouseUp()
MagiCam.mouseWorldX = BlzGetTriggerPlayerMouseX();
MagiCam.mouseWorldY = BlzGetTriggerPlayerMouseY();
local mouseBtn = BlzGetTriggerPlayerMouseButton();
if mouseBtn == MOUSE_BUTTON_TYPE_LEFT then
MagiCam.isLMBDown = false;
elseif mouseBtn == MOUSE_BUTTON_TYPE_RIGHT then
MagiCam.isRMBDown = false;
end
if BlzFrameIsVisible(mouseWheelCatcher) then
MagiCam.isDragging = false;
if not MagiCam.isToggleKeyDown then
HideMouseWheelCatcher();
end
end
end
local function TrigMouseMove()
MagiCam.mouseWorldX = BlzGetTriggerPlayerMouseX();
MagiCam.mouseWorldY = BlzGetTriggerPlayerMouseY();
mouseMoveTick = mouseMoveTick + 1;
lastCamUpdateTick = mouseMoveTick;
end
local function MainTimerTick()
mainTick = mainTick+1;
if not MagiCam.isEnabled then return end;
local camHasPanned = false;
if lastUpdateViewAxesTick < mainTick then UpdateViewAxes() end;
if willUpdateMouseWheel then
willUpdateMouseWheel = false;
local newDist = Lerp(MagiCam.MIN_EYE_TARGET_DIST, MagiCam.MAX_EYE_TARGET_DIST, mouseWheelFactor);
SetCameraField(CAMERA_FIELD_TARGET_DISTANCE, newDist, .5);
if mouseWheelFactor <= MagiCam.WHEEL_FIRST_PERSON_ZONE and MagiCam.zOffset < MagiCam.MAX_FIRST_PERSON_ZOFF then
MagiCam.zOffset = Lerp(
MagiCam.MAX_FIRST_PERSON_ZOFF,
MagiCam.MIN_FIRST_PERSON_ZOFF,
Clamp(mouseWheelFactor, 0, MagiCam.WHEEL_FIRST_PERSON_ZONE)/MagiCam.WHEEL_FIRST_PERSON_ZONE
);
SetCameraField(CAMERA_FIELD_ZOFFSET, MagiCam.zOffset, .5);
end
if mouseWheelFactor > MagiCam.WHEEL_FIRST_PERSON_ZONE and not MagiCam.isDragging then
if curDragCamAoA > MagiCam.MAX_AOA then
curDragCamAoA = MagiCam.MAX_AOA;
SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, RAD2DEG*curDragCamAoA, 0.5);
elseif curDragCamAoA < MagiCam.MIN_AOA then
curDragCamAoA = MagiCam.MIN_AOA;
SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, RAD2DEG*curDragCamAoA, 0.5);
end
end
else
mouseWheelFactor = (MagiCam.targetDist - MagiCam.MIN_EYE_TARGET_DIST)/(MagiCam.MAX_EYE_TARGET_DIST-MagiCam.MIN_EYE_TARGET_DIST);
end
if MagiCam.eyeZ < 0.0 then
MagiCam.zOffset = MagiCam.zOffset + (MagiCam.eyeZ < -100.0 and 100.0 or 8.0);
SetCameraField(CAMERA_FIELD_ZOFFSET, MagiCam.zOffset, 0);
elseif MagiCam.isSpaceBarDown then
MagiCam.zOffset = MagiCam.zOffset + (MagiCam.isShiftDown and -MagiCam.HOLD_SPACEBAR_STRENGTH or MagiCam.HOLD_SPACEBAR_STRENGTH);
SetCameraField(CAMERA_FIELD_ZOFFSET, MagiCam.zOffset, .1);
end
if lastCamUpdateTick < mouseMoveTick + CAM_UPDATES_PER_MOUSE_MOVE then
lastCamUpdateTick = lastCamUpdateTick + 1;
if MagiCam.isDragging then
local dx = mouseX - startDragMouseX;
local dy = mouseY - startDragMouseY;
if MagiCam.isLMBDown then
if MagiCam.isShiftDown then
local vecNewFront = Vec3Subtract(
Vec3Add_3(
Vec3Scale(vecViewAxisX, vecViewPlaneDist*dx),
Vec3Scale(vecViewAxisY, vecViewPlaneDist*dy),
vecViewPlaneOri
),
vecCamEye
);
local frontProjMag = Vec3Dot(vecNewFront, vecViewPlaneN);
local sideProjMag = Vec3Dot(vecNewFront, vecCamSide);
local upProjMag = Vec3Dot(vecNewFront, vecCamUp);
local dYaw = 1.5*Vec2RadGap(VEC2_0_1, {-sideProjMag, frontProjMag});
local dPitch = 1.5*Vec2RadGap(VEC2_1_0, {frontProjMag, upProjMag});
SetCameraField(CAMERA_FIELD_LOCAL_YAW, (RAD2DEG*(startDragCamLocalYaw + dYaw)+.5)//1, .1);
SetCameraField(CAMERA_FIELD_LOCAL_PITCH, (RAD2DEG*(startDragCamLocalPitch + dPitch)+.5)//1, .1);
else
local newRot = Lerp(curDragCamRot, startDragCamRot + 1.2*bj_PI*dx, .25);
local newAoA = Lerp(curDragCamAoA, startDragCamAoA - bj_PI*dy, .25);
newAoA = mouseWheelFactor > .05 and
Clamp(newAoA, MagiCam.MIN_AOA, MagiCam.MAX_AOA) or
Clamp(newAoA, MagiCam.MIN_FIRST_PERSON_AOA, MagiCam.MAX_FIRST_PERSON_AOA);
curDragCamAoA = newAoA;
curDragCamRot = newRot;
SetCameraField(CAMERA_FIELD_ROTATION, (RAD2DEG*curDragCamRot+.5)//1, .1);
SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, (RAD2DEG*curDragCamAoA+.5)//1, .1);
end
elseif MagiCam.isRMBDown then
if lastUpdateViewAxesTick < mainTick then UpdateViewAxes() end;
local magX = MagiCam.PAN_DRAG_STRENGTH*dx;
local magY = 1.333*MagiCam.PAN_DRAG_STRENGTH*dy;
local vecPanAxes = Vec2Normalize({vecViewAxisX[1], vecViewAxisX[2]});
if MagiCam.camHolder then
startDragCamTargetX = MagiCam.holderX;
startDragCamTargetY = MagiCam.holderY;
MagiCam.holderOffsetX = startDragOffsetX - (magX*vecPanAxes[1] + magY*vecPanAxes[2]);
MagiCam.holderOffsetY = startDragOffsetY - (magX*vecPanAxes[2] - magY*vecPanAxes[1]);
end
PanCameraToTimed(
startDragCamTargetX + startDragOffsetX - (magX*vecPanAxes[1] + magY*vecPanAxes[2]),
startDragCamTargetY + startDragOffsetY - (magX*vecPanAxes[2] - magY*vecPanAxes[1]),
.1
);
camHasPanned = true;
end
end
end
mouseX = MagiMouse.mouseSaneX;
mouseY = MagiMouse.mouseSaneY;
if not camHasPanned and not (MagiCam.isDragging and MagiCam.isRMBDown) then
if not MagiCam.camHolder and not BlzFrameIsVisible(mouseWheelCatcher) then
local newSlideX = mouseX <= .005 and MagiCam.SIDE_SCROLL_STRENGTH or (mouseX >= .995 and -MagiCam.SIDE_SCROLL_STRENGTH or 0);
local newSlideY = mouseY <= .005 and MagiCam.SIDE_SCROLL_STRENGTH or (mouseY >= .995 and -MagiCam.SIDE_SCROLL_STRENGTH or 0);
if newSlideX ~= 0 or newSlideY ~= 0 then
local vecPanAxes = Vec2Normalize({vecViewAxisX[1], vecViewAxisX[2]});
PanCameraToTimed(
MagiCam.holderX + MagiCam.holderOffsetX - (newSlideX*vecPanAxes[1] + newSlideY*vecPanAxes[2]),
MagiCam.holderY + MagiCam.holderOffsetY - (newSlideX*vecPanAxes[2] - newSlideY*vecPanAxes[1]),
0
);
camHasPanned = true;
end
end
if not camHasPanned then
PanCameraToTimed(
MagiCam.holderX + MagiCam.holderOffsetX + ((mainTick&1)-.5)*.005,
MagiCam.holderY + MagiCam.holderOffsetY + ((mainTick&1)-.5)*.005,
.5
);
end
camHasPanned = true;
end
end
function MagiCam.SetCamHolder(u)
if u and GetUnitTypeId(u) == 0 then u = nil end;
MagiCam.camHolder = u;
MagiCam.holderOffsetX = 0;
MagiCam.holderOffsetY = 0;
MagiCam.zOffset = MagiCam.defaults.zOffset;
MagiCam.RefreshCamFields();
if u then
SetCameraField(CAMERA_FIELD_ZOFFSET, MagiCam.defaults.zOffset, .5);
SetCameraField(CAMERA_FIELD_LOCAL_YAW, MagiCam.defaults.localYaw, .5);
SetCameraField(CAMERA_FIELD_LOCAL_PITCH, MagiCam.defaults.localPitch, .5);
PanCameraToTimed(MagiCam.holderX, MagiCam.holderY, .5);
end
end
function MagiCam.SetEnable(enabled, willResetCam)
MagiCam.isRMBDown = false;
MagiCam.isLMBDown = false;
MagiCam.isDragging = false;
MagiCam.isToggleKeyDown = false;
HideMouseWheelCatcher();
if willResetCam then
ResetToGameCamera(0);
end
MagiCam.isEnabled = enabled;
end
local function TrigWheelCatcher()
if BlzGetTriggerFrameValue() > 0 then
mouseWheelFactor = mouseWheelFactor - mouseWheelFactorStep;
else
mouseWheelFactor = mouseWheelFactor + mouseWheelFactorStep;
end
mouseWheelFactor = Clamp(mouseWheelFactor, 0.0, 1.0);
willUpdateMouseWheel = true;
end
local function TrigWheelCatcherClick()
EnableDragSelect(true, true);
HideMouseWheelCatcher();
MagiCam.isDragging = false;
end
local function InitFrameStuff()
mouseWheelCatcher = BlzCreateFrameByType('BUTTON', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetAbsPoint(mouseWheelCatcher, FRAMEPOINT_CENTER, .4, .3);
BlzFrameSetVisible(mouseWheelCatcher, false);
BlzFrameSetLevel(mouseWheelCatcher, 8);
ResizeWheelCatcher();
local trig;
trig = CreateTrigger();
BlzTriggerRegisterFrameEvent(trig, mouseWheelCatcher, FRAMEEVENT_MOUSE_WHEEL);
TriggerAddAction(trig, TrigWheelCatcher);
end
local function InitLocationStuff()
tempLoc = Location(0.0,0.0);
local worldBounds = GetWorldBounds();
worldRectMinX = GetRectMinX(worldBounds);
worldRectMinY = GetRectMinY(worldBounds);
worldRectMaxX = GetRectMaxX(worldBounds)-32;
worldRectMaxY = GetRectMaxY(worldBounds)-32;
RemoveRect(worldBounds);
worldBounds = nil;
end
local function TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, player, oskey, onDown, metaKeys)
if metaKeys then
for _,v in ipairs(metaKeys) do
BlzTriggerRegisterPlayerKeyEvent(trig, player, oskey, v, onDown);
end
else
for i=0,15 do
BlzTriggerRegisterPlayerKeyEvent(trig, player, oskey,i, onDown);
end
end
end
function MagiCam.SetFieldsDefaultValuesToCurrent()
MagiCam.defaults.fov = GetCameraField(CAMERA_FIELD_FIELD_OF_VIEW);
MagiCam.defaults.rotation = GetCameraField(CAMERA_FIELD_ROTATION);
MagiCam.defaults.roll = GetCameraField(CAMERA_FIELD_ROLL);
MagiCam.defaults.aoa = GetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK);
MagiCam.defaults.targetDist = GetCameraField(CAMERA_FIELD_TARGET_DISTANCE);
MagiCam.defaults.zOffset = GetCameraField(CAMERA_FIELD_ZOFFSET);
MagiCam.defaults.targetX = GetCameraTargetPositionX();
MagiCam.defaults.targetY = GetCameraTargetPositionY();
MagiCam.defaults.targetZ = GetCameraTargetPositionZ();
MagiCam.defaults.holderX = MagiCam.defaults.targetX;
MagiCam.defaults.holderY = MagiCam.defaults.targetY;
MagiCam.defaults.holderZ = MagiCam.defaults.targetZ;
MagiCam.defaults.eyeX = GetCameraEyePositionX();
MagiCam.defaults.eyeY = GetCameraEyePositionY();
MagiCam.defaults.eyeZ = GetCameraEyePositionZ();
MagiCam.defaults.localYaw = GetCameraField(CAMERA_FIELD_LOCAL_YAW);
MagiCam.defaults.localPitch = GetCameraField(CAMERA_FIELD_LOCAL_PITCH);
MagiCam.defaults.localRoll = GetCameraField(CAMERA_FIELD_LOCAL_ROLL);
end
function MagiCam.ResetFieldsValues()
SetCameraField(CAMERA_FIELD_FIELD_OF_VIEW, RAD2DEG*MagiCam.defaults.fov, .5);
SetCameraField(CAMERA_FIELD_ROTATION, RAD2DEG*MagiCam.defaults.rotation, .5);
SetCameraField(CAMERA_FIELD_ROLL, RAD2DEG*MagiCam.defaults.roll, .5);
SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, RAD2DEG*MagiCam.defaults.aoa, .5);
SetCameraField(CAMERA_FIELD_TARGET_DISTANCE, MagiCam.defaults.targetDist, .5);
SetCameraField(CAMERA_FIELD_ZOFFSET, MagiCam.defaults.zOffset, .5);
MagiCam.holderOffsetX = 0;
MagiCam.holderOffsetY = 0;
PanCameraToTimed(GetCameraTargetPositionX(), GetCameraTargetPositionY(), .5);
SetCameraField(CAMERA_FIELD_LOCAL_YAW, RAD2DEG*MagiCam.defaults.localYaw, .5);
SetCameraField(CAMERA_FIELD_LOCAL_PITCH, RAD2DEG*MagiCam.defaults.localPitch, .5);
SetCameraField(CAMERA_FIELD_LOCAL_ROLL, RAD2DEG*MagiCam.defaults.localRoll, .5);
end
local function InitLocalTriggers()
local p = GetLocalPlayer();
trig = CreateTrigger();
TriggerRegisterPlayerEvent(trig, p, EVENT_PLAYER_MOUSE_DOWN);
TriggerAddAction( trig, TrigMouseDown);
trig = CreateTrigger();
TriggerRegisterPlayerEvent(trig, p, EVENT_PLAYER_MOUSE_UP);
TriggerAddAction( trig, TrigMouseUp);
trig = CreateTrigger();
TriggerRegisterPlayerEvent(trig, p, EVENT_PLAYER_MOUSE_MOVE);
TriggerAddAction( trig, TrigMouseMove);
trig = CreateTrigger();
TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, p, OSKEY_LCONTROL, true);
TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, p, OSKEY_RCONTROL, true);
TriggerAddAction( trig, TrigToggleKeyDown);
trig = CreateTrigger();
TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, p, OSKEY_LCONTROL, false);
TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, p, OSKEY_RCONTROL, false);
TriggerAddAction( trig, TrigToggleKeyUp);
trig = CreateTrigger();
TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, p, OSKEY_LSHIFT, true);
TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, p, OSKEY_RSHIFT, true);
TriggerAddAction( trig, function()
if not MagiCam.isShiftDown then
startDragMouseX = mouseX;
startDragMouseY = mouseY;
end
MagiCam.isShiftDown = true;
end);
trig = CreateTrigger();
TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, p, OSKEY_LSHIFT, false);
TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, p, OSKEY_RSHIFT, false);
TriggerAddAction( trig, function()
if MagiCam.isShiftDown then
startDragMouseX = mouseX;
startDragMouseY = mouseY;
end
MagiCam.isShiftDown = false;
end);
trig = CreateTrigger();
TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, p, OSKEY_SPACE, true, {2,2|1,2|4,2|8});
TriggerAddAction( trig, function()
MagiCam.isSpaceBarDown = true;
end);
trig = CreateTrigger();
TriggerRegisterPlayerKeyEventForAllMetaKeys(trig, p, OSKEY_SPACE, false);
TriggerAddAction( trig, function()
MagiCam.isSpaceBarDown = false;
end);
end
function MagiCam.Init(debugEnabled)
MagiCam.debugMode = debugEnabled == nil and false or debugEnabled;
if not MagiMouse then
print('|cffff5500ERROR:MagiCam.Init!','MagiMouse system is missing! Aborting MagiCam.Init...|r');
return false;
end
MagiMouse.Init(debugEnabled);
if not MagiMouse.isInit then
print('|cffff5500ERROR:MagiCam.Init!','MagiMouse system failed to initialize! Aborting MagiCam.Init...|r');
return false;
end
InitLocationStuff();
MagiCam.holderOffsetX = 0;
MagiCam.holderOffsetY = 0;
UpdateViewAxes();
MagiCam.SetFieldsDefaultValuesToCurrent();
InitFrameStuff();
InitLocalTriggers();
mainTimer = CreateTimer();
TimerStart(mainTimer, MAIN_TICK_DUR, true, MainTimerTick);
--SetCameraField(CAMERA_FIELD_FARZ, 65000.0, 0);
MagiCam.isEnabled = true;
MagiCam.isInit = true;
return true;
end
end
if Debug and Debug.endFile then Debug.endFile() end
if Debug and Debug.beginFile then Debug.beginFile('MagiCamDebug') end
--[[
MagiCamDebug v1.2
A collection of debug utilities for the MagiCam system!
(C) ModdieMads
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
excluding commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation and public
profiles is required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
]]
do
MagiCamDebug = {};
local DEG2RAD = 0.017453292519943295;
local RAD2DEG = 57.29577951308232;
local HALF_PI = 0.5*bj_PI;
local TWO_PI = 2.0*bj_PI;
local camEngagedWarningTextFrames = {};
local camLockTextFrame, camControlsHintFrame;
local debugBoard, resetButton, lockButton;
local curSelUnit;
local function UpdateDebugBoard()
local row = 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(RAD2DEG*MagiCam.fov));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(RAD2DEG*MagiCam.rotation));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(RAD2DEG*MagiCam.roll));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(RAD2DEG*MagiCam.aoa));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(MagiCam.eyeX));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(MagiCam.eyeY));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(MagiCam.eyeZ));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(MagiCam.targetX));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(MagiCam.targetY));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(MagiCam.targetZ));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(MagiCam.targetDist));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(MagiCam.zOffset));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(RAD2DEG*MagiCam.localYaw));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(RAD2DEG*MagiCam.localPitch));
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 2, row, R2S(RAD2DEG*MagiCam.localRoll));
MultiboardDisplay(debugBoard, true);
end
local lastCamHolder;
local function DebugTick()
if MagiCam.isToggleKeyDown and not BlzFrameIsVisible(camEngagedWarningTextFrames[1]) then
for _,v in ipairs(camEngagedWarningTextFrames) do
BlzFrameSetVisible(v, true);
end
BlzFrameSetVisible(camControlsHintFrame, false);
elseif not MagiCam.isToggleKeyDown and BlzFrameIsVisible(camEngagedWarningTextFrames[1]) then
for _,v in ipairs(camEngagedWarningTextFrames) do
BlzFrameSetVisible(v, false);
end
BlzFrameSetVisible(camControlsHintFrame, true);
end
if MagiCam.camHolder and GetUnitTypeId(MagiCam.camHolder) ~= 0 then
if lastCamHolder ~= MagiCam.camHolder then
BlzFrameSetText(camLockTextFrame, '|cffffaa00<< Cam Locked to '..GetUnitName(MagiCam.camHolder)..' >>|r');
lastCamHolder = MagiCam.camHolder;
end
BlzFrameSetVisible(camLockTextFrame, true);
elseif BlzFrameIsVisible(camLockTextFrame) then
BlzFrameSetVisible(camLockTextFrame, false);
lastCamHolder = nil;
end
UpdateDebugBoard();
if not BlzFrameIsVisible(resetButton) then
BlzFrameSetVisible(resetButton, true);
end
end
local function CreateTextFrames()
camControlsHintFrame = BlzCreateFrameByType('TEXT', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetText(camControlsHintFrame, '|cffffff00!! HOLD down CTRL to activate the cam controls !!|r');
BlzFrameSetAbsPoint(camControlsHintFrame, FRAMEPOINT_CENTER, .4, .22);
BlzFrameSetEnable(camControlsHintFrame, false);
BlzFrameSetScale(camControlsHintFrame, 2);
local frameY = .27;
camLockTextFrame = BlzCreateFrameByType('TEXT', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetText(camLockTextFrame, '');
BlzFrameSetAbsPoint(camLockTextFrame, FRAMEPOINT_CENTER, .4, frameY);
BlzFrameSetScale(camLockTextFrame, 1.5);
BlzFrameSetEnable(camLockTextFrame, false);
frameY = frameY - .02;
local ind = 1;
camEngagedWarningTextFrames[ind] = BlzCreateFrameByType('TEXT', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetText(camEngagedWarningTextFrames[ind], '|cffffcc00<< Camera Controls ENGAGED! >>|r');
BlzFrameSetAbsPoint(camEngagedWarningTextFrames[ind], FRAMEPOINT_CENTER, .4, frameY);
BlzFrameSetEnable(camEngagedWarningTextFrames[ind], false);
BlzFrameSetScale(camEngagedWarningTextFrames[ind], 2);
BlzFrameSetVisible(camEngagedWarningTextFrames[ind], false);
ind = ind+1;
frameY = frameY - .02;
camEngagedWarningTextFrames[ind] = BlzCreateFrameByType('TEXT', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetText(camEngagedWarningTextFrames[ind],
'LEFT-Click + Drag:|r |cffffcc00Orbit Camera Target|r'
);
BlzFrameSetAbsPoint(camEngagedWarningTextFrames[ind], FRAMEPOINT_CENTER, .4, frameY);
BlzFrameSetEnable(camEngagedWarningTextFrames[ind], false);
BlzFrameSetScale(camEngagedWarningTextFrames[ind], 1.3);
BlzFrameSetVisible(camEngagedWarningTextFrames[ind], false);
ind = ind+1;
frameY = frameY - .02;
camEngagedWarningTextFrames[ind] = BlzCreateFrameByType('TEXT', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetText(camEngagedWarningTextFrames[ind],
'RIGHT-Click + Drag: |cffffcc00Pan XY|r'
);
BlzFrameSetAbsPoint(camEngagedWarningTextFrames[ind], FRAMEPOINT_CENTER, .4, frameY);
BlzFrameSetEnable(camEngagedWarningTextFrames[ind], false);
BlzFrameSetScale(camEngagedWarningTextFrames[ind], 1.3);
BlzFrameSetVisible(camEngagedWarningTextFrames[ind], false);
ind = ind+1;
frameY = frameY - .02;
camEngagedWarningTextFrames[ind] = BlzCreateFrameByType('TEXT', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetText(camEngagedWarningTextFrames[ind],
'|cff00ffffWHEEL|r-Scroll: |cffffcc00Zoom|r'
);
BlzFrameSetAbsPoint(camEngagedWarningTextFrames[ind], FRAMEPOINT_CENTER, .4, frameY);
BlzFrameSetEnable(camEngagedWarningTextFrames[ind], false);
BlzFrameSetScale(camEngagedWarningTextFrames[ind], 1.3);
BlzFrameSetVisible(camEngagedWarningTextFrames[ind], false);
ind = ind+1;
frameY = frameY - .02;
camEngagedWarningTextFrames[ind] = BlzCreateFrameByType('TEXT', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetText(camEngagedWarningTextFrames[ind],
'|cff66ff66SHIFT|r + LEFT-Click + Drag: |cffffcc00Rotate Yaw and Pitch|r'
);
BlzFrameSetAbsPoint(camEngagedWarningTextFrames[ind], FRAMEPOINT_CENTER, .4, frameY);
BlzFrameSetEnable(camEngagedWarningTextFrames[ind], false);
BlzFrameSetScale(camEngagedWarningTextFrames[ind], 1.3);
BlzFrameSetVisible(camEngagedWarningTextFrames[ind], false);
ind = ind+1;
frameY = frameY - .02;
camEngagedWarningTextFrames[ind] = BlzCreateFrameByType('TEXT', '', BlzGetFrameByName('ConsoleUIBackdrop',0), '', 0);
BlzFrameSetText(camEngagedWarningTextFrames[ind],
'|cffffaa00HOLD|r Space-Bar: |cffffcc00Increase / |r|cff66ff66[SHIFT]|r|cffffcc00Decrease Camera Z|r'
);
BlzFrameSetAbsPoint(camEngagedWarningTextFrames[ind], FRAMEPOINT_CENTER, .4, frameY);
BlzFrameSetEnable(camEngagedWarningTextFrames[ind], false);
BlzFrameSetScale(camEngagedWarningTextFrames[ind], 1.3);
BlzFrameSetVisible(camEngagedWarningTextFrames[ind], false);
end
local function CreateDebugBoard()
debugBoard = CreateMultiboard();
MultiboardSetItemsWidth(debugBoard, .1);
MultiboardSetItemsStyle(debugBoard, true, false);
MultiboardSetRowCount(debugBoard, 15);
MultiboardSetColumnCount(debugBoard, 2);
MultiboardSetTitleText(debugBoard, 'Camera Fields');
local row = 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Field of View');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Rotation');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Roll');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Angle of Attack');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Cam Eye X');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Cam Eye Y');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Cam Eye Z');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Cam Target X');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Cam Target Y');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Cam Target Z');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Cam Target Dist');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Z Offset');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Local Yaw');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Local Pitch');
row = row + 1;
MultiboardSetItemValueBJ(debugBoard, 1, row, 'Local Roll');
UpdateDebugBoard();
MultiboardDisplay(debugBoard, true);
end
local function CreateButtons()
resetButton = BlzCreateFrameByType("GLUETEXTBUTTON", '', BlzGetFrameByName('ConsoleUIBackdrop',0), "ScriptDialogButton", 0);
BlzFrameSetLevel(resetButton, 8);
BlzFrameSetAbsPoint(resetButton, FRAMEPOINT_CENTER, 0.86, 0.3);
BlzFrameSetText(resetButton, 'Reset Camera');
local trig = CreateTrigger();
BlzTriggerRegisterFrameEvent(trig, resetButton, FRAMEEVENT_CONTROL_CLICK);
TriggerAddAction(trig, function()
MagiCam.ResetFieldsValues();
BlzFrameSetVisible(resetButton, false);
print('Resetting camera!');
end);
lockButton = BlzCreateFrameByType("GLUETEXTBUTTON", '', BlzGetFrameByName('ConsoleUIBackdrop',0), "ScriptDialogButton", 0);
BlzFrameSetLevel(lockButton, 8);
BlzFrameSetAbsPoint(lockButton, FRAMEPOINT_CENTER, 0.86, 0.265);
BlzFrameSetText(lockButton, 'Lock Camera to Selected Unit');
unlockButton = BlzCreateFrameByType("GLUETEXTBUTTON", '', BlzGetFrameByName('ConsoleUIBackdrop',0), "ScriptDialogButton", 0);
BlzFrameSetLevel(unlockButton, 8);
BlzFrameSetAbsPoint(unlockButton, FRAMEPOINT_CENTER, 0.86, 0.23);
BlzFrameSetText(unlockButton, 'Unlock Camera');
BlzFrameSetVisible(unlockButton, false);
trig = CreateTrigger()
BlzTriggerRegisterFrameEvent(trig, lockButton, FRAMEEVENT_CONTROL_CLICK);
TriggerAddAction(trig, function()
if curSelUnit and GetUnitTypeId(curSelUnit) ~= 0 then
MagiCam.SetCamHolder(curSelUnit);
print('Camera will now follow the unit. You can still rotate and pan the camera!')
BlzFrameSetVisible(unlockButton, true);
BlzFrameSetVisible(lockButton, false);
end
end);
trig = CreateTrigger()
BlzTriggerRegisterFrameEvent(trig, unlockButton, FRAMEEVENT_CONTROL_CLICK);
TriggerAddAction(trig, function()
MagiCam.SetCamHolder(nil);
BlzFrameSetVisible(unlockButton, false);
BlzFrameSetVisible(lockButton, true);
end)
end
function MagiCamDebug.Init()
if not MagiCam or not MagiCam.isInit then return end;
local tim = CreateTimer();
TimerStart(tim, 0.02, true, DebugTick);
CreateTextFrames();
CreateDebugBoard();
CreateButtons();
local trig = CreateTrigger();
TriggerRegisterPlayerUnitEvent(trig, Player(0), EVENT_PLAYER_UNIT_SELECTED, nil);
TriggerAddAction(trig, function()
curSelUnit = GetTriggerUnit();
end);
local tempGroup = CreateGroup();
GroupEnumUnitsOfPlayer(tempGroup, Player(0), Filter(function()
local u = GetFilterUnit();
if IsUnitSelected(u, Player(0)) then curSelUnit = u end;
return false;
end));
DestroyGroup(tempGroup);
end
end
if Debug and Debug.endFile then Debug.endFile() end