ddnet/src/game/client/components/chat.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_CHAT_H
#define GAME_CLIENT_COMPONENTS_CHAT_H
#include <game/client/component.h>
#include <game/client/lineinput.h>
class CChat : public CComponent
{
CLineInput m_Input;
enum
{
MAX_LINES = 25,
};
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struct CLine
{
int64 m_Time;
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float m_YOffset[2];
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int m_ClientId;
int m_Team;
int m_NameColor;
char m_aName[64];
char m_aText[512];
};
CLine m_aLines[MAX_LINES];
int m_CurrentLine;
// chat
enum
{
MODE_NONE=0,
MODE_ALL,
MODE_TEAM,
};
int m_Mode;
bool m_Show;
bool m_InputUpdate;
int m_ChatStringOffset;
int m_OldChatStringLength;
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static void ConSay(IConsole::IResult *pResult, void *pUserData, int ClientID);
static void ConSayTeam(IConsole::IResult *pResult, void *pUserData, int ClientID);
static void ConChat(IConsole::IResult *pResult, void *pUserData, int ClientID);
static void ConShowChat(IConsole::IResult *pResult, void *pUserData, int ClientID);
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public:
CChat();
bool IsActive() const { return m_Mode != MODE_NONE; }
void AddLine(int ClientId, int Team, const char *pLine);
void EnableMode(int Team);
void Say(int Team, const char *pLine);
virtual void OnReset();
virtual void OnConsoleInit();
virtual void OnStateChange(int NewState, int OldState);
virtual void OnRender();
virtual void OnRelease();
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virtual void OnMessage(int MsgType, void *pRawMsg);
virtual bool OnInput(IInput::CEvent Event);
};
#endif