/* * AdventureMapClasses.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 "ObjectLists.h" #include "../../lib/FunctionList.h" VCMI_LIB_NAMESPACE_BEGIN class CArmedInstance; class CGGarrison; class CGObjectInstance; class CGHeroInstance; class CGTownInstance; struct Component; struct InfoAboutArmy; struct InfoAboutHero; struct InfoAboutTown; VCMI_LIB_NAMESPACE_END class CAnimation; class CAnimImage; class CShowableAnim; class CFilledTexture; class CButton; class CComponent; class CHeroTooltip; class CTownTooltip; class CTextBox; class IImage; class CInGameConsole : public CIntObject { private: std::list< std::pair< std::string, uint32_t > > texts; //list boost::mutex texts_mx; // protects texts std::vector< std::string > previouslyEntered; //previously entered texts, for up/down arrows to work int prevEntDisp; //displayed entry from previouslyEntered - if none it's -1 int defaultTimeout; //timeout for new texts (in ms) int maxDisplayedTexts; //hiw many texts can be displayed simultaneously std::weak_ptr currentStatusBar; public: std::string enteredText; void show(SDL_Surface * to) override; void print(const std::string &txt); void keyPressed (const SDL_KeyboardEvent & key) override; //call-in void textInputed(const SDL_TextInputEvent & event) override; void textEdited(const SDL_TextEditingEvent & event) override; void startEnteringText(); void endEnteringText(bool processEnteredText); void refreshEnteredText(); CInGameConsole(); };