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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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261 lines
8.7 KiB
C
261 lines
8.7 KiB
C
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_CHAT_CONTROL_H
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#define NL_CHAT_CONTROL_H
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// Misc
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#include "nel/misc/types_nl.h"
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#include "nel/misc/rgba.h"
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#include "nel/misc/ucstring.h"
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// Client
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#include "multi_list.h"
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// Game Share
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#include "game_share/ryzom_entity_id.h"
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// Std
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#include <map>
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///////////
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// Using //
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///////////
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using NLMISC::CRGBA;
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using std::map;
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/**
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* class for the basic chat control interface (double list, mute/unmute of players, different colors can be assigned for each player)
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* text can be saved in .txt format. The list is sensible to move-over, left click and right click
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* \author David Fleury
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* \author Nevrax France
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* \date 2001
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*/
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class CChatControl : public CMultiList
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{
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public:
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/// Default Constructor
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CChatControl(uint id);
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/// Constructor
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CChatControl(uint id, float x, float y, float x_pixel, float y_pixel, float w, float h, float w_pixel, float h_pixel, uint leftFunc, uint rightFunc, const CPen &pen);
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CChatControl(uint id, float x, float y, float x_pixel, float y_pixel, float w, float h, float w_pixel, float h_pixel, uint leftFunc, uint rightFunc, uint32 fontSize, CRGBA color, bool shadow);
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private:
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/**
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* add a line of text (private because this function, herited from CMultiList should be avoided for chat box,
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* use add( const NLMISC::CEntityId sid, const ucstring &name, const ucstring &text) or add(const ucstring &text) for player msg and system msg
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*/
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virtual void add(const std::list<ucstring> &str);
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public:
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/**
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* add text from a player message to the chat box
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* \param NLMISC::CEntityId& sid of the player who sent the msg
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* \param ucstring& name of the player who sent the msg
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* \param ucstring& the message to display
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*/
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void add( const NLMISC::CEntityId &sid, const ucstring &name, const ucstring &text);
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/**
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* display text from a system message (not a player message, for player use the other public add method)
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* \param ucstring& the message to display
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*/
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void add( const ucstring &text);
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/// Display the Bitmap.
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virtual void display();
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/**
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* clear the control, erasing all stored sentences
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*/
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void clear();
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/// Manage the left click of the mouse for the list
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virtual void click(float x, float y, bool &taken);
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/// Manage the right click of the mouse for the list
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virtual void clickRight(float x, float y, bool &taken);
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/// called when the mouse move, indicate new mouse coordinates
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virtual void mouseMove( float x, float y);
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/**
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* unmute all the players
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*/
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inline void unmuteAll() { _MutedPlayers.clear(); }
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/**
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* set the color for system messages
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* \param the new color
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*/
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void setSysColor(CRGBA &color)
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{
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_SysTextColor = color; // map the command dummy NLMISC::CEntityId with the display color
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_PlayersColor.insert( std::make_pair( _CommandSid, &_SysTextColor ) );
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}
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/**
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* set the muted color
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* \param the new color
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*/
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void setMutedColor(CRGBA &color) { _MutedColor = color; }
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/**
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* set the color for highlighted messages
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* \param the new color
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*/
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void setHighlightColor(CRGBA &color) { _HighlightColor = color; }
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/**
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* set the color for highlighted messages from muted players
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* \param the new color
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*/
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void setMutedHighlightColor(CRGBA &color) { _MutedHighlightColor = color; }
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/**
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* get a pointer to the name of the currently selected player, or NULL
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* \return ucstring* pointer to the player name (or NULL if there is no player selected)
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*/
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ucstring *CChatControl::getSelectedPlayerName() const { return _SelectedPlayer; }
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/**
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* get adress of the NLMISC::CEntityId of the currently selected player, or NULL if no player selected
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* \return NLMISC::CEntityId* pointer to the player NLMISC::CEntityId (or NULL)
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*/
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NLMISC::CEntityId *CChatControl::getSelectedPlayerSid() const { return _SelectedPlayerSid; }
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/**
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* mute the specified player
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* \param ucstring& name of the player to mute
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*/
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void mutePlayer(const NLMISC::CEntityId &sid) { _MutedPlayers.insert(sid); }
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/**
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* unmute the specified player
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* \param ucstring& name of the player to unmute
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*/
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void unmutePlayer(const NLMISC::CEntityId &sid) { _MutedPlayers.erase(sid); }
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/**
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* return true if the specified player is muted
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* \param ucstring& name of the player
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* \return bool true if the player is muted
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*/
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bool isMuted(const NLMISC::CEntityId &sid) const { return ( _MutedPlayers.find(sid) != _MutedPlayers.end() ); }
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/**
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* get a color not allready used for display
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* \return CRBGA a color different from the ones allready used
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*/
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CRGBA getNewColor() const;
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/// scroll verticaly by 'scroll' units in either direction
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void scrollV(sint32 scroll);
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private:
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/// Initialize the control (1 function called for all constructors -> easier).
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inline void init(uint leftFunc, uint rightFunc);
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/**
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* search into _NamesYPos list for the specified y coordinate
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* \param the searched y coordinate
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* \param NLMISC::CEntityId*& the variable that will receive the adress of the NLMISC::CEntityId of the player (or NULL if not found)
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* \param ucstring*& the variable that will receive the pointer to the name of the player (or NULL if not found)
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* \return bool true if a player was found, false otherwise
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*/
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bool searchPlayerAtPos(float y, NLMISC::CEntityId *&sid, ucstring *&name) const;
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// attributes
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private:
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/// the set of muted player names
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typedef std::set<NLMISC::CEntityId> TSidSet;
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TSidSet _MutedPlayers;
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/// the set of NLMISC::CEntityId (match the list of ucstring associated to player names and messages)
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typedef std::list<NLMISC::CEntityId> TSidList;
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TSidList _PlayersSid;
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/// the set of colors already used for display
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typedef std::set<CRGBA> TSetColors;
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TSetColors _UsedColors;
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/// map NLMISC::CEntityId with the associated display color for that player
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typedef map<const NLMISC::CEntityId, const CRGBA *> TMapSidToColor;
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TMapSidToColor _PlayersColor;
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/**
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* list Y coordinates of displayed player name, used when a user left click on the control to determine if he clicked on a player name,
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* and which one(to mute that player)
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* NB : the second type (ucstring*) is a pointer to the player name in _ItemsList
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*/
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typedef std::list< std::pair< std::pair<float,float>, std::pair<const ucstring*, const NLMISC::CEntityId*> > > TPairPFloatPStrSid;
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TPairPFloatPStrSid _NamesYPos;
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/// mouse current position
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mutable float _MouseX;
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mutable float _MouseY;
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/// heigth of the last computed string, used to determine if the mouse if over a line or not
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float _LastStringHeight;
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/// the text displayed as 'player name' for system messages
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ucstring _SystemDisplayText;
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/// text color for system messages
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CRGBA _SysTextColor;
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/// text color for muted players messages (the messages received before the player was muted)
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CRGBA _MutedColor;
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/// text highlight color
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CRGBA _HighlightColor;
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/// text highlight color for muted players
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CRGBA _MutedHighlightColor;
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/// the currently selected character name (either by left click or right click) (pointer to the player name in _ItemsList)
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ucstring* _SelectedPlayer;
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/// the currently selected character NLMISC::CEntityId (either by left click or right click)
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NLMISC::CEntityId* _SelectedPlayerSid;
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/// number of the function to run when the user left click on a character name
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uint _LeftClickFunction;
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/// number of the function to run when user right click on a player name
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uint _RightClickFunction;
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/**
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* the ending position in the list of NLMISC::CEntityId for display, by default it's the last item in the list (the newest one)
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* if auto scroll mode is 'on' (_AutoScroll == true), this iterator is allways equal to the last item in the list
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* this iterator is used to keep the NLMISC::CEntityId List and the ucstring list coordinated
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*/
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TSidList::reverse_iterator _EndingSidIterator;
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/// Dummy NLMISC::CEntityId used for system messages
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NLMISC::CEntityId _CommandSid;
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};
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#endif // NL_CHAT_CONTROL_H
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/* End of chat_control.h */
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