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

100 lines
2.2 KiB
C++

/* (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. */
#ifndef GAME_CLIENT_COMPONENTS_CHAT_H
#define GAME_CLIENT_COMPONENTS_CHAT_H
#include <engine/shared/ringbuffer.h>
#include <game/client/component.h>
#include <game/client/lineinput.h>
class CChat : public CComponent
{
CLineInput m_Input;
enum
{
MAX_LINES = 25,
};
struct CLine
{
int64 m_Time;
float m_YOffset[2];
int m_ClientID;
int m_Team;
int m_NameColor;
char m_aName[64];
char m_aText[512];
bool m_Friend;
bool m_Highlighted;
};
CLine m_aLines[MAX_LINES];
int m_CurrentLine;
// chat
enum
{
MODE_NONE=0,
MODE_ALL,
MODE_TEAM,
CHAT_SERVER=0,
CHAT_HIGHLIGHT,
CHAT_CLIENT,
CHAT_NUM,
};
int m_Mode;
bool m_Show;
bool m_InputUpdate;
int m_ChatStringOffset;
int m_OldChatStringLength;
int m_CompletionChosen;
char m_aCompletionBuffer[256];
int m_PlaceholderOffset;
int m_PlaceholderLength;
bool m_ReverseTAB;
struct CHistoryEntry
{
int m_Team;
char m_aText[1];
};
CHistoryEntry *m_pHistoryEntry;
TStaticRingBuffer<CHistoryEntry, 64*1024, CRingBufferBase::FLAG_RECYCLE> m_History;
int m_PendingChatCounter;
int64 m_LastChatSend;
int64 m_aLastSoundPlayed[CHAT_NUM];
static void ConSay(IConsole::IResult *pResult, void *pUserData);
static void ConSayTeam(IConsole::IResult *pResult, void *pUserData);
static void ConChat(IConsole::IResult *pResult, void *pUserData);
static void ConShowChat(IConsole::IResult *pResult, void *pUserData);
static void ConEcho(IConsole::IResult *pResult, void *pUserData);
bool LineShouldHighlight(const char *pLine, const char *pName);
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);
void SayChat(const char *pLine);
virtual void OnReset();
virtual void OnConsoleInit();
virtual void OnStateChange(int NewState, int OldState);
virtual void OnRender();
virtual void OnRelease();
virtual void OnMessage(int MsgType, void *pRawMsg);
virtual bool OnInput(IInput::CEvent Event);
};
#endif