PandaLib/pandalib-chat/src/main/java/fr/pandacube/lib/chat/ChatUtil.java

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package fr.pandacube.lib.chat;
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import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.HashMap;
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import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.TreeSet;
import java.util.stream.Collectors;
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import net.kyori.adventure.text.Component;
import net.kyori.adventure.text.TextComponent;
import net.kyori.adventure.text.TranslatableComponent;
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import net.kyori.adventure.text.format.NamedTextColor;
import net.kyori.adventure.text.format.TextColor;
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import net.kyori.adventure.text.format.TextDecoration;
import net.kyori.adventure.text.format.TextDecoration.State;
import net.md_5.bungee.api.ChatColor;
import fr.pandacube.lib.chat.Chat.FormatableChat;
/**
* Provides various methods and properties to manipulate text displayed in chat an other parts of the game.
*/
public class ChatUtil {
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/*
* Note : this field is for easy listing of all characters with special sizes. It will all be reported to
* #CHAR_SIZES on class initialization for optimization.
*/
private static final Map<Integer, String> SIZE_CHARS_MAPPING = Map.ofEntries(
Map.entry(-6, "§"),
Map.entry(2, "!.,:;i|¡'"),
Map.entry(3, "`lìí"),
Map.entry(4, " I[]tï×"),
Map.entry(5, "\"()*<>fk{}"),
Map.entry(7, "@~®©«»"),
Map.entry(9, "├└")
);
/**
* The default text pixel width for a character in the default Minecraft font.
* If a character has another width, it should be found in {@link #CHAR_SIZES}.
*/
public static final int DEFAULT_CHAR_SIZE = 6;
/**
* Mapping indicating the text pixel with for specific characters in the default Minecraft font.
* If a character doesnt have a mapping in this map, then its width is {@link #DEFAULT_CHAR_SIZE}.
*/
public static final Map<Character, Integer> CHAR_SIZES;
static {
Map<Character, Integer> charSizes = new HashMap<>();
for (var e : SIZE_CHARS_MAPPING.entrySet()) {
int size = e.getKey();
for (char c : e.getValue().toCharArray()) {
charSizes.put(c, size);
}
}
CHAR_SIZES = Collections.unmodifiableMap(charSizes);
}
/**
* The default width of the Minecraft Java Edition chat window, in text pixels.
*/
public static final int DEFAULT_CHAT_WIDTH = 320;
/**
* The width of a Minecraft sign, in text pixels.
*/
public static final int SIGN_WIDTH = 90;
/**
* The width of a Minecraft book content, in text pixels.
*/
public static final int BOOK_WIDTH = 116;
/**
* The width of a Minecraft server MOTD message, in text pixels.
*/
public static final int MOTD_WIDTH = 270;
/**
* The width of a Minecraft Bedrock Edition form button, in text pixels.
*/
public static final int BEDROCK_FORM_WIDE_BUTTON = 178;
/**
* The default number of character per lines for the console.
*/
public static final int CONSOLE_NB_CHAR_DEFAULT = 50;
/**
* Create a page navigator with clickable page numbers for the chat.
* @param prefix the text to put before the
* @param cmdFormat the command with %d inside to be replaced with the page number (must start with slash)
* @param currentPage the current page number (it is highlighted, and the pages around are displayed, according to
* {@code nbPagesToDisplay}).
* @param nbPages the number of pages.
* @param nbPagesToDisplay the number of pages to display around the first page, the last page and the
* {@code currentPage}.
* @return a {@link Chat} containging the created page navigator.
*/
public static Chat createPagination(String prefix, String cmdFormat, int currentPage, int nbPages, int nbPagesToDisplay) {
Set<Integer> pagesToDisplay = new TreeSet<>();
for (int i = 0; i < nbPagesToDisplay && i < nbPages && nbPages - i > 0; i++) {
pagesToDisplay.add(i + 1);
pagesToDisplay.add(nbPages - i);
}
for (int i = currentPage - nbPagesToDisplay + 1; i < currentPage + nbPagesToDisplay; i++) {
if (i > 0 && i <= nbPages)
pagesToDisplay.add(i);
}
Chat d = ChatStatic.chat().thenLegacyText(prefix);
boolean first = true;
int previous = 0;
for (int page : pagesToDisplay) {
if (!first) {
if (page == previous + 1) {
d.thenText(" ");
}
else {
if (cmdFormat.endsWith("%d")) {
d.thenText(" ");
d.thenCommandSuggest(Chat.text("..."), cmdFormat.substring(0, cmdFormat.length() - 2), Chat.text("Choisir la page"));
d.thenText(" ");
}
else
d.thenText(" ... ");
}
}
else
first = false;
FormatableChat pDisp = Chat.clickableCommand(Chat.text(page), String.format(cmdFormat, page), Chat.text("Aller à la page " + page));
if (page == currentPage) {
pDisp.highlightedCommandColor();
}
d.then(pDisp);
previous = page;
}
return d;
}
/* package */ static String repeatedChar(char repeatedChar, int count) {
char[] c = new char[count];
Arrays.fill(c, repeatedChar);
return new String(c);
}
/**
* Compute the width of the provided component.
* @param component the component to compute the width.
* @param console true to compute the width when displayed on console (so it will count the characters),
* false to compute the width when displayed in game (so it will count the pixels).
* @return the width of the provided component.
*/
public static int componentWidth(Component component, boolean console) {
return componentWidth(component, console, false);
}
/**
* Compute the width of the provided component, with extra information about the parent component.
* @param component the component to compute the width.
* @param console true to compute the width when displayed on console (so it will count the characters),
* false to compute the width when displayed in game (so it will count the pixels).
* @param parentBold if the component inherits a bold styling from an eventual parent component.
* @return the width of the provided component.
*/
public static int componentWidth(Component component, boolean console, boolean parentBold) {
if (component == null)
return 0;
int count = 0;
State currentBold = component.style().decoration(TextDecoration.BOLD);
boolean actuallyBold = childBold(parentBold, currentBold);
if (component instanceof TextComponent) {
count += strWidth(((TextComponent)component).content(), console, actuallyBold);
}
else if (component instanceof TranslatableComponent) {
for (Component c : ((TranslatableComponent)component).args())
count += componentWidth(c, console, actuallyBold);
}
for (Component c : component.children())
count += componentWidth(c, console, actuallyBold);
return count;
}
private static boolean childBold(boolean parent, TextDecoration.State child) {
return (parent && child != State.FALSE) || (!parent && child == State.TRUE);
}
/**
* Compute the width of the provided text.
* @param str the text to compute the width.
* @param console true to compute the width when displayed on console (so it will count the characters),
* false to compute the width when displayed in game (so it will count the pixels).
* @param bold if the text is bold (may change its width).
* @return the width of the provided text.
*/
public static int strWidth(String str, boolean console, boolean bold) {
int count = 0;
for (char c : str.toCharArray())
count += charW(c, console, bold);
return Math.max(count, 0);
}
/**
* Compute the width of the provided character.
* <p>
* It uses the mapping in {@link #CHAR_SIZES} for in-game display. For console, every character is size 1.
* The {@code §} character is treated has a negative value, to make legacy codes take 0 width.
* @param c the character to compute the width.
* @param console true to compute the width when displayed on console (so it will count the characters),
* false to compute the width when displayed in game (so it will count the pixels).
* @param bold if the character is bold (may change its width).
* @return the width of the provided character.
*/
public static int charW(char c, boolean console, boolean bold) {
if (console)
return (c == '§') ? -1 : 1;
return CHAR_SIZES.getOrDefault(c, DEFAULT_CHAR_SIZE) + (bold ? 1 : 0);
}
/**
* Wraps the provided text in multiple lines, taking into account the legacy formating.
* <p>
* This method only takes into account IG text width. Use a regular text-wrapper for console instead.
* @param legacyText the text to wrap.
* @param pixelWidth the width in which the text must fit.
* @return the wrapped text in a {@link List} of {@link Chat} components.
*/
public static List<Chat> wrapInLimitedPixelsToChat(String legacyText, int pixelWidth) {
return wrapInLimitedPixels(legacyText, pixelWidth).stream()
.map(ChatStatic::legacyText)
.collect(Collectors.toList());
}
/**
* Wraps the provided text in multiple lines, taking into account the legacy formating.
* <p>
* This method only takes into account IG text width. Use a regular text-wrapper for console instead.
* @param legacyText the text to wrap.
* @param pixelWidth the width in which the text must fit.
* @return the wrapped text in a {@link List} of line.
*/
public static List<String> wrapInLimitedPixels(String legacyText, int pixelWidth) {
List<String> lines = new ArrayList<>();
legacyText += "\n"; // workaround to force algorithm to compute last lines;
String currentLine = "";
int currentLineSize = 0;
int index = 0;
StringBuilder currentWord = new StringBuilder();
int currentWordSize = 0;
boolean bold = false;
boolean firstCharCurrentWordBold = false;
do {
char c = legacyText.charAt(index);
if (c == ChatColor.COLOR_CHAR && index < legacyText.length() - 1) {
currentWord.append(c);
c = legacyText.charAt(++index);
currentWord.append(c);
if (c == 'l' || c == 'L') // bold
bold = true;
if ((c >= '0' && c <= '9') // reset bold
|| (c >= 'a' && c <= 'f')
|| (c >= 'A' && c <= 'F')
|| c == 'r' || c == 'R'
|| c == 'x' || c == 'X')
bold = false;
}
else if (c == ' ') {
if (currentLineSize + currentWordSize > pixelWidth && currentLineSize > 0) { // wrap before word
lines.add(currentLine);
String lastStyle = ChatColorUtil.getLastColors(currentLine);
if (currentWord.charAt(0) == ' ') {
currentWord = new StringBuilder(currentWord.substring(1));
currentWordSize -= charW(' ', false, firstCharCurrentWordBold);
}
currentLine = (lastStyle.equals("§r") ? "" : lastStyle) + currentWord;
currentLineSize = currentWordSize;
}
else {
currentLine += currentWord;
currentLineSize += currentWordSize;
}
currentWord = new StringBuilder("" + c);
currentWordSize = charW(c, false, bold);
firstCharCurrentWordBold = bold;
}
else if (c == '\n') {
if (currentLineSize + currentWordSize > pixelWidth && currentLineSize > 0) { // wrap before word
lines.add(currentLine);
String lastStyle = ChatColorUtil.getLastColors(currentLine);
if (currentWord.charAt(0) == ' ') {
currentWord = new StringBuilder(currentWord.substring(1));
}
currentLine = (lastStyle.equals("§r") ? "" : lastStyle) + currentWord;
}
else {
currentLine += currentWord;
}
// wrap after
lines.add(currentLine);
String lastStyle = ChatColorUtil.getLastColors(currentLine);
currentLine = lastStyle.equals("§r") ? "" : lastStyle;
currentLineSize = 0;
currentWord = new StringBuilder();
currentWordSize = 0;
firstCharCurrentWordBold = bold;
}
else {
currentWord.append(c);
currentWordSize += charW(c, false, bold);
}
} while(++index < legacyText.length());
return lines;
}
/**
* Try to render a matrix of {@link Chat} components into a table in the chat or console.
* @param data the component, in the form of {@link List} of {@link List} of {@link Chat}. The englobing list holds
* the table lines (line 0 being the top line). Each sublist holds the cells content (element 0 is the
* leftText one). The row lengths can be different.
* @param space a spacer to put between columns.
* @param console true to display the table on the console (character alignement), false in game chat (pixel
* alignment, much harder).
* @return a List containing each rendered line of the table.
*/
public static List<Component> renderTable(List<List<Chat>> data, String space, boolean console) {
List<List<Component>> compRows = new ArrayList<>(data.size());
for (List<Chat> row : data) {
List<Component> compRow = new ArrayList<>(row.size());
for (Chat c : row) {
compRow.add(c.getAdv());
}
compRows.add(compRow);
}
return renderTableComp(compRows, space, console);
}
/**
* Try to render a matrix of {@link Component} components into a table in the chat or console.
* @param data the component, in the form of {@link List} of {@link List} of {@link Component}. The englobing list holds
* the table lines (line 0 being the top line). Each sublist holds the cells content (element 0 is the
* leftText one). The row lengths can be different.
* @param space a spacer to put between columns.
* @param console true to display the table on the console (character alignement), false in game chat (pixel
* alignment, much harder).
* @return a List containing each rendered line of the table.
*/
public static List<Component> renderTableComp(List<List<Component>> data, String space, boolean console) {
// determine columns width
List<Integer> nbPixelPerColumn = new ArrayList<>();
for (List<Component> row : data) {
for (int i = 0; i < row.size(); i++) {
int w = componentWidth(row.get(i), console);
if (nbPixelPerColumn.size() <= i)
nbPixelPerColumn.add(w);
else if (nbPixelPerColumn.get(i) < w)
nbPixelPerColumn.set(i, w);
}
}
// create the lines with appropriate spacing
List<Component> spacedRows = new ArrayList<>(data.size());
for (List<Component> row : data) {
Chat spacedRow = Chat.chat();
for (int i = 0; i < row.size() - 1; i++) {
int w = componentWidth(row.get(i), console);
int padding = nbPixelPerColumn.get(i) - w;
spacedRow.then(row.get(i));
spacedRow.then(customWidthSpace(padding, console));
spacedRow.thenText(space);
}
if (!row.isEmpty())
spacedRow.then(row.get(row.size() - 1));
spacedRows.add(spacedRow.getAdv());
}
return spacedRows;
}
/**
* Provides a component acting as a spacer of a specific width.
* <p>
* The returned component contains mostly spaces. If it has visible characters, the component color will be set to
* black to be the least visible as possible.
* <p>
* For console, the method returns a {@link Component} with a regular space repeated {@code width} times.
* For IG, the methods returns a {@link Component} with a combination of spaces and some small characters, with part
* of them bold. For some specific width, the returned {@link Component} may not have the intended width.
* @param width the width of the space to produce.
* @param console true if the spacer is intended to be displayed on the console, false if its in game chat.
* @return a component acting as a spacer of a specific width.
*/
public static Component customWidthSpace(int width, boolean console) {
if (console)
return Chat.text(" ".repeat(width)).getAdv();
return switch (width) {
case 0, 1 -> Component.empty();
case 2 -> Chat.text(".").black().getAdv();
case 3 -> Chat.text("`").black().getAdv();
case 6 -> Chat.text(". ").black().getAdv();
case 7 -> Chat.text("` ").black().getAdv();
case 11 -> Chat.text("` ").black().getAdv();
default -> {
int nbSpace = width / 4;
int nbBold = width % 4;
int nbNotBold = nbSpace - nbBold;
if (nbNotBold > 0) {
if (nbBold > 0) {
yield Chat.text(" ".repeat(nbNotBold)).bold(false)
.then(Chat.text(" ".repeat(nbBold)).bold(true))
.getAdv();
}
else
yield Chat.text(" ".repeat(nbNotBold)).bold(false).getAdv();
}
else if (nbBold > 0) {
yield Chat.text(" ".repeat(nbBold)).bold(true).getAdv();
}
throw new IllegalStateException("Should not be here (width=" + width + "; nbSpace=" + nbSpace + "; nbBold=" + nbBold + "; nbNotBold=" + nbNotBold + ")");
}
};
// "." is 2 px
// "`" is 3 px
// " " is 4 px
// 0 ""
// 1 ""
// 2 "."
// 3 "`"
// 4 " "
// 5 "§l "
// 6 ". "
// 7 "` "
// 8 " "
// 9 " §l "
// 10 "§l "
// 11 "` "
// 12 " "
}
private static final String PROGRESS_BAR_START = "[";
private static final String PROGRESS_BAR_END = "]";
private static final TextColor PROGRESS_BAR_EMPTY_COLOR = NamedTextColor.DARK_GRAY;
private static final char PROGRESS_BAR_EMPTY_CHAR = '.';
private static final char PROGRESS_BAR_FULL_CHAR = '|';
/**
* Generate a (eventually multi-part) progress bar using text.
* @param values the values to render in the progress bar.
* @param colors the colors attributed to each values.
* @param total the total value of the progress bar.
* @param width the width in which the progress bar should fit (in pixel for IG, in character count for console)
* @param console true if the progress bar is intended to be displayed on the console, false if its in game chat.
* @return a progress bar using text.
*/
public static Chat progressBar(double[] values, TextColor[] colors, double total, int width, boolean console) {
// 1. Compute char size for each values
int progressPixelWidth = width - strWidth(PROGRESS_BAR_START + PROGRESS_BAR_END, console, false);
int charPixelWidth = charW(PROGRESS_BAR_EMPTY_CHAR, console, false);
assert charPixelWidth == charW(PROGRESS_BAR_FULL_CHAR, console, false) : "PROGRESS_BAR_EMPTY_CHAR and PROGRESS_BAR_FULL_CHAR should have the same pixel width according to #charW(...)";
int progressCharWidth = progressPixelWidth / charPixelWidth;
int[] sizes = new int[values.length];
double sumValuesBefore = 0;
int sumSizesBefore = 0;
for (int i = 0; i < values.length; i++) {
sumValuesBefore += values[i];
int charPosition = Math.min((int) Math.round(progressCharWidth * sumValuesBefore / total), progressCharWidth);
sizes[i] = charPosition - sumSizesBefore;
sumSizesBefore += sizes[i];
}
// 2. Generate rendered text
Chat c = ChatStatic.text(PROGRESS_BAR_START);
int sumSizes = 0;
for (int i = 0; i < sizes.length; i++) {
sumSizes += sizes[i];
FormatableChat subC = ChatStatic.text(repeatedChar(PROGRESS_BAR_FULL_CHAR, sizes[i]));
if (colors != null && i < colors.length && colors[i] != null)
subC.color(colors[i]);
c.then(subC);
}
return c
.then(ChatStatic.text(repeatedChar(PROGRESS_BAR_EMPTY_CHAR, progressCharWidth - sumSizes))
.color(PROGRESS_BAR_EMPTY_COLOR))
.thenText(PROGRESS_BAR_END);
}
/**
* Generate a progress bar using text.
* @param value the value to render in the progress bar.
* @param color the color of the filled part of the bar.
* @param total the total value of the progress bar.
* @param width the width in which the progress bar should fit (in pixel for IG, in character count for console)
* @param console true if the progress bar is intended to be displayed on the console, false if its in game chat.
* @return a progress bar using text.
*/
public static Chat progressBar(double value, TextColor color, double total, int width, boolean console) {
return progressBar(new double[] { value }, new TextColor[] { color }, total, width, console);
}
/**
* Truncate an eventually too long prefix (like team prefix or permission group prefix), keep the last color and
* format.
* @param prefix the prefix that eventually needs truncation.
* @param maxLength the maximum length of the prefix.
* @return a truncated prefix, with the last color kept.
*/
public static String truncatePrefix(String prefix, int maxLength) {
if (prefix.length() > maxLength) {
String lastColor = ChatColorUtil.getLastColors(prefix);
prefix = truncateAtLengthWithoutReset(prefix, maxLength);
if (!ChatColorUtil.getLastColors(prefix).equals(lastColor))
prefix = truncateAtLengthWithoutReset(prefix, maxLength - lastColor.length()) + lastColor;
}
return prefix;
}
/**
* Truncate an eventually too long string, also taking care of removing an eventual {@code §} character leftText alone
* at the end.
* @param str the string to eventually truncate.
* @param maxLength the maximum length of the string.
* @return a truncated string.
*/
public static String truncateAtLengthWithoutReset(String str, int maxLength) {
if (str.length() > maxLength) {
str = str.substring(0, maxLength);
if (str.endsWith("§"))
str = str.substring(0, str.length()-1);
}
return str;
}
}