/* * 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 texts; /// previously entered texts, for up/down arrows to work std::vector 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 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 textInputed(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(); };