Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef HINTMESSAGE_H
#define HINTMESSAGE_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "simtimer.h"
#ifdef GAME_DLL
#include "player.h"
#else
#include "c_baseplayer.h"
#endif
class CHintSystem;
//--------------------------------------------------------------------------------------------------------------
class CHintMessage
{
public:
CHintMessage( const char * hintString, CUtlVector< const char * > * args, float duration );
~CHintMessage();
float GetDuration() const { return m_duration; }
void Send( CBasePlayer *client );
bool IsEquivalent( const char *hintString, CUtlVector< const char * > * args ) const;
private:
const char * m_hintString; ///< hintString is a pointer to a string that should never be deleted.
CUtlVector< char * > m_args; ///< list of arguments. The memory for these strings is internal to the CHintMessage.
float m_duration; ///< time until the next message can be displayed
};
//--------------------------------------------------------------------------------------------------------------
class CHintMessageQueue
{
public:
CHintMessageQueue( CBasePlayer *pPlayer );
void Reset();
void Update();
bool AddMessage( const char* message, float duration = 6.0f, CUtlVector< const char * > * args = NULL );
inline bool IsEmpty() { return m_messages.Count() == 0; }
private:
float m_tmMessageEnd;
CUtlVector< CHintMessage * > m_messages;
CBasePlayer *m_pPlayer;
};
//--------------------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------------------
// Timers that manage hint messages that should be displayed after some time.
class CHintMessageTimers
{
public:
CHintMessageTimers( void );
CHintMessageTimers( CHintSystem *pSystem, CHintMessageQueue *pQueue );
void Reset();
void Update();
// Add / Register timers that will be started/stopped during play
void AddTimer( int iHintID, float timer_duration, float message_duration = 6.0f, CUtlVector< const char * > * args = NULL );
void RemoveTimer( int iHintID );
// Start / Stop timers that were previously registered via AddTimer()
void StartTimer( int iHintID );
void StopTimer( int iHintID );
private:
int GetTimerIndex( int iHintID );
private:
struct hintmessagetime_t
{
hintmessagetime_t( float flTimerDuration ) :
timer(flTimerDuration)
{
iHintID = 0;
flMessageDuration = 6.0;
}
~hintmessagetime_t()
{
for ( int i=0; i<args.Count(); ++i )
{
delete[] args[i];
}
args.RemoveAll();
}
int iHintID;
CStopwatch timer;
float flMessageDuration;
CUtlVector< char * > args;
};
CUtlVector< hintmessagetime_t* > m_Timers;
CHintMessageQueue *m_pQueue;
CHintSystem *m_pHintSystem;
};
#endif // HINTMESSAGE_H