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178 lines
6.5 KiB
178 lines
6.5 KiB
/** |
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* API that provides functions for working with chat. |
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* Copyright 2022 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class ChatAPI extends AcediaObject; |
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var protected bool connectedToBroadcastAPI; |
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var protected ChatAPI_OnMessage_Signal onMessageSignal; |
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var protected ChatAPI_OnMessageFor_Signal onMessageForSignal; |
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protected function Constructor() |
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{ |
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onMessageSignal = ChatAPI_OnMessage_Signal( |
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_.memory.Allocate(class'ChatAPI_OnMessage_Signal')); |
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onMessageForSignal = ChatAPI_OnMessageFor_Signal( |
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_.memory.Allocate(class'ChatAPI_OnMessageFor_Signal')); |
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} |
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protected function Finalizer() |
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{ |
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_.memory.Free(onMessageSignal); |
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_.memory.Free(onMessageForSignal); |
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onMessageSignal = none; |
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onMessageForSignal = none; |
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_.unreal.broadcasts.OnHandleText(self).Disconnect(); |
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_.unreal.broadcasts.OnHandleTextFor(self).Disconnect(); |
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connectedToBroadcastAPI = false; |
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} |
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private final function TryConnectingBroadcastSignals() |
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{ |
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if (connectedToBroadcastAPI) { |
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return; |
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} |
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connectedToBroadcastAPI = true; |
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_.unreal.broadcasts.OnHandleText(self).connect = HandleText; |
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_.unreal.broadcasts.OnHandleTextFor(self).connect = HandleTextFor; |
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} |
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/** |
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* Signal that will be emitted when a player sends a message into the chat. |
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* Allows to modify message before sending it, as well as prevent it from |
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* being sent at all. |
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* |
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* Return `false` to prevent message from being sent. |
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* If `false` is returned, signal propagation to the remaining handlers will |
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* also be interrupted. |
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* |
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* [Signature] |
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* bool <slot>(EPlayer sender, MutableText message, bool teamMessage) |
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* |
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* @param sender `EPlayer` that has sent the message. |
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* @param message Message that `sender` has sent. This is a mutable |
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* variable and can be modified from message will be sent. |
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* @param teamMessage Is this a team message |
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* (to be sent only to players on the same team)? |
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* @return Return `false` to prevent this message from being sent at all |
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* and `true` otherwise. Message will be sent only if all handlers will |
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* return `true`. |
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*/ |
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/* SIGNAL */ |
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public function ChatAPI_OnMessage_Slot OnMessage( |
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AcediaObject receiver) |
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{ |
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TryConnectingBroadcastSignals(); |
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return ChatAPI_OnMessage_Slot(onMessageSignal.NewSlot(receiver)); |
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} |
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/** |
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* Signal that will be emitted when a player sends a message into the chat. |
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* Allows to modify message before sending it, as well as prevent it from |
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* being sent at all. |
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* |
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* Return `false` to prevent message from being sent to a specific player. |
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* If `false` is returned, signal propagation to the remaining handlers will |
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* also be interrupted. |
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* |
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* [Signature] |
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* bool <slot>(EPlayer receiver, EPlayer sender, BaseText message) |
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* |
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* @param receiver `EPlayer` that will receive the message. |
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* @param sender `EPlayer` that has sent the message. |
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* @param message Message that `sender` has sent. This is an immutable |
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* variable and cannot be changed at this point. Use `OnMessage()` |
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* signal function for that. |
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* @return Return `false` to prevent this message from being sent to |
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* a particular player and `true` otherwise. Message will be sent only if |
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* all handlers will return `true`. |
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* However decision whether to send message or not is made for |
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* every player separately. |
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*/ |
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/* SIGNAL */ |
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public function ChatAPI_OnMessageFor_Slot OnMessageFor( |
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AcediaObject receiver) |
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{ |
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TryConnectingBroadcastSignals(); |
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return ChatAPI_OnMessageFor_Slot(onMessageForSignal.NewSlot(receiver)); |
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} |
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private function bool HandleText( |
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Actor sender, |
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out string message, |
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name messageType, |
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bool teamMessage) |
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{ |
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local bool result; |
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local MutableText messageAsText; |
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local EPlayer senderPlayer; |
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// We only want to catch chat messages from a player |
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if (messageType != 'Say' && messageType != 'TeamSay') return true; |
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senderPlayer = _.players.FromController(PlayerController(sender)); |
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if (senderPlayer == none) return true; |
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messageAsText = __().text.FromColoredStringM(message); |
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result = onMessageSignal.Emit(senderPlayer, messageAsText, teamMessage); |
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message = messageAsText.ToColoredString(); |
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// To correctly display chat messages we want to drop default color tag |
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// at the beginning (the one `ToColoredString()` adds if first character |
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// has no defined color). |
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// This is a compatibility consideration with vanilla UI that expects |
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// uncolored text. Not removing initial color tag will make chat text |
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// appear black. |
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if (!messageAsText.GetFormatting(0).isColored) { |
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message = Mid(message, 4); |
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} |
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_.memory.Free(messageAsText); |
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_.memory.Free(senderPlayer); |
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return result; |
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} |
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private function bool HandleTextFor( |
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PlayerController receiver, |
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Actor sender, |
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out string message, |
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name messageType) |
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{ |
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local bool result; |
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local Text messageAsText; |
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local EPlayer senderPlayer, receiverPlayer; |
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// We only want to catch chat messages from another player |
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if (messageType != 'Say' && messageType != 'TeamSay') return true; |
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senderPlayer = _.players.FromController(PlayerController(sender)); |
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if (senderPlayer == none) return true; |
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receiverPlayer = _.players.FromController(receiver); |
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if (receiverPlayer == none) |
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{ |
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_.memory.Free(senderPlayer); |
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return true; |
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} |
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messageAsText = __().text.FromColoredString(message); |
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result = onMessageForSignal.Emit( receiverPlayer, senderPlayer, |
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messageAsText); |
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_.memory.Free(messageAsText); |
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_.memory.Free(senderPlayer); |
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_.memory.Free(receiverPlayer); |
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return result; |
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} |
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defaultproperties |
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{ |
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} |