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//====== Copyright <EFBFBD> 1996-2004, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef HINTMESSAGE_H
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#define HINTMESSAGE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlvector.h"
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#include "simtimer.h"
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#ifdef GAME_DLL
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#include "player.h"
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#else
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#include "c_baseplayer.h"
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#endif
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class CHintSystem;
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//--------------------------------------------------------------------------------------------------------------
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class CHintMessage
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{
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public:
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CHintMessage( const char * hintString, CUtlVector< const char * > * args, float duration );
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~CHintMessage();
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float GetDuration() const { return m_duration; }
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void Send( CBasePlayer *client );
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bool IsEquivalent( const char *hintString, CUtlVector< const char * > * args ) const;
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private:
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const char * m_hintString; ///< hintString is a pointer to a string that should never be deleted.
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CUtlVector< char * > m_args; ///< list of arguments. The memory for these strings is internal to the CHintMessage.
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float m_duration; ///< time until the next message can be displayed
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};
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//--------------------------------------------------------------------------------------------------------------
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class CHintMessageQueue
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{
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public:
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CHintMessageQueue( CBasePlayer *pPlayer );
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void Reset();
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void Update();
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bool AddMessage( const char* message, float duration = 6.0f, CUtlVector< const char * > * args = NULL );
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inline bool IsEmpty() { return m_messages.Count() == 0; }
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private:
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float m_tmMessageEnd;
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CUtlVector< CHintMessage * > m_messages;
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CBasePlayer *m_pPlayer;
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};
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//--------------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------------
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// Timers that manage hint messages that should be displayed after some time.
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class CHintMessageTimers
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{
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public:
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CHintMessageTimers( void );
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CHintMessageTimers( CHintSystem *pSystem, CHintMessageQueue *pQueue );
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void Reset();
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void Update();
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// Add / Register timers that will be started/stopped during play
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void AddTimer( int iHintID, float timer_duration, float message_duration = 6.0f, CUtlVector< const char * > * args = NULL );
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void RemoveTimer( int iHintID );
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// Start / Stop timers that were previously registered via AddTimer()
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void StartTimer( int iHintID );
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void StopTimer( int iHintID );
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private:
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int GetTimerIndex( int iHintID );
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private:
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struct hintmessagetime_t
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{
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hintmessagetime_t( float flTimerDuration ) :
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timer(flTimerDuration)
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{
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iHintID = 0;
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flMessageDuration = 6.0;
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}
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~hintmessagetime_t()
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{
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for ( int i=0; i<args.Count(); ++i )
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{
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delete[] args[i];
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}
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args.RemoveAll();
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}
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int iHintID;
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CStopwatch timer;
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float flMessageDuration;
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CUtlVector< char * > args;
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};
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CUtlVector< hintmessagetime_t* > m_Timers;
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CHintMessageQueue *m_pQueue;
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CHintSystem *m_pHintSystem;
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};
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#endif // HINTMESSAGE_H
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