/* * 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 chatHistory; public: /// Returns all message history for current match const std::vector & 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); };