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/*
* CInGameConsole.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 "../gui/CIntObject.h"
class CInGameConsole : public CIntObject
{
private:
struct TextState
{
std::string text;
uint32_t timeOnScreen;
};
/// Currently visible texts in the overlay
std::vector<TextState> texts;
/// previously entered texts, for up/down arrows to work
std::vector<std::string> previouslyEntered;
/// displayed entry from previouslyEntered - if none it's -1
int prevEntDisp;
/// timeout for new texts (in ms)
static constexpr int defaultTimeout = 10000;
/// how many texts can be displayed simultaneously
static constexpr int maxDisplayedTexts = 10;
std::weak_ptr<IStatusBar> currentStatusBar;
std::string enteredText;
/// Returns true if console is active and player is currently entering text
bool isEnteringText() const;
void showRecentChatHistory();
void addMessageSilent(const std::string & timeFormatted, const std::string & senderName, const std::string & messageText);
public:
void addMessage(const std::string & timeFormatted, const std::string & senderName, const std::string & messageText);
void tick(uint32_t msPassed) override;
void show(Canvas & to) override;
void showAll(Canvas & to) override;
void keyPressed(EShortcut key) override;
void textInputted(const std::string & enteredText) override;
void textEdited(const std::string & enteredText) override;
bool captureThisKey(EShortcut key) override;
void startEnteringText();
void endEnteringText(bool processEnteredText);
void refreshEnteredText();
CInGameConsole();
};
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