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/*
* GameChatHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../lib/constants/EntityIdentifiers.h"
struct GameChatMessage
{
std::string senderName;
std::string messageText;
std::string dateFormatted;
};
/// Class that manages game chat for current game match
/// Used for all matches - singleplayer, local multiplayer, online multiplayer
class GameChatHandler : boost::noncopyable
{
std::vector<GameChatMessage> chatHistory;
public:
/// Returns all message history for current match
const std::vector<GameChatMessage> & getChatHistory() const;
/// Erases any local state, must be called when client disconnects from match server
void resetMatchState();
/// Must be called when local player sends new message into chat from gameplay mode (adventure map)
void sendMessageGameplay(const std::string & messageText);
/// Must be called when local player sends new message into chat from pregame mode (match lobby)
void sendMessageLobby(const std::string & senderName, const std::string & messageText);
/// Must be called when client receives new chat message from server
void onNewLobbyMessageReceived(const std::string & senderName, const std::string & messageText);
/// Must be called when client receives new chat message from server
void onNewGameMessageReceived(PlayerColor sender, const std::string & messageText);
/// Must be called when client receives new message from "system" sender
void onNewSystemMessageReceived(const std::string & messageText);
};
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