khanat-code-old/code/ryzom/server/src/general_utilities_service/gus_chat.h

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef GUS_CHAT_H
#define GUS_CHAT_H
//-----------------------------------------------------------------------------
// includes
//-----------------------------------------------------------------------------
#include "nel/misc/displayer.h"
#include "gus_client_manager.h"
//-----------------------------------------------------------------------------
// GUS namespace
//-----------------------------------------------------------------------------
namespace GUS
{
//-----------------------------------------------------------------------------
// forward class declarations
//-----------------------------------------------------------------------------
class IChatCallback;
class CChatChannel;
//-----------------------------------------------------------------------------
// class IChatCallback
//-----------------------------------------------------------------------------
class IChatCallback
{
public:
/// a client is ready to receive message in this chat channel
virtual void clientReadyInChannel(CChatChannel *chatChannel, GUS::TClientId clientId) {}
// A player has typed some text in the chat in forward mode
// Overloaded only when the channel is open with 'forward player input'
// flag.
virtual void receiveMessage(GUS::TClientId clientId,const ucstring& txt) {}
// The chat channel ask if this player should be inserted in the channel.
// Only overloaded if the channel is open in non automatiuc player insertion.
//
virtual bool isClientAllowedInChatChannel(GUS::TClientId clientId, CChatChannel *chatChannel) {return true;}
};
//-----------------------------------------------------------------------------
// class CChatChannel
//-----------------------------------------------------------------------------
class CChatChannel: public NLMISC::CRefCount
{
public:
//-----------------------------------------------------------------------------
// Public interface
//-----------------------------------------------------------------------------
virtual ~CChatChannel() {}
// open the chat channel on all clients and set its name
// If historySize is set other than 0, the the chat channel is
// configured with the given lien of history.
//
virtual void openChannel(const NLMISC::CSString& channelTitle, uint32 historySize, bool noBroadcast, bool forwardInput, bool autoInsertPlayer)=0;
// close the chat channel previously opened on all clients
virtual void closeChannel()=0;
// add a client to the chat channel
virtual void addClient(GUS::TClientId clientId)=0;
// remove a client from the chat channel
virtual void removeClient(GUS::TClientId clientId)=0;
// send a text to the chat channel for all clients
virtual void broadcastMessage(const ucstring& speakerName, const ucstring& txt)=0;
// send a text to the chat channel for all clients (UTF-8 encoded)
virtual void broadcastMessage(const std::string& speakerNameUtf8, const std::string& txtUtf8)=0;
// send a text to the chat channel for the given client
virtual void sendMessage(GUS::TClientId clientId, const ucstring& speakerName, const ucstring& txt)=0;
// send a text to the chat channel for the given client (UTF-8 encoded)
virtual void sendMessage(GUS::TClientId clientId, const std::string& speakerNameUtf8, const std::string& txtUtf8)=0;
// setup a callback to be called whenever a player sends a text to this chat channel
virtual void setChatCallback(IChatCallback *callback)=0;
// get the channel name used with the IOS / EGS
virtual const NLMISC::CSString& getChannelName() const=0;
// get the channel title that was set in openChannel()
virtual const NLMISC::CSString& getChannelTitle() const=0;
// set the channel title and inform the IOS of the title
virtual void setChannelTitle(const NLMISC::CSString& title) =0;
};
typedef NLMISC::CSmartPtr<CChatChannel> TChatChannelPtr;
//-----------------------------------------------------------------------------
// class CChatManager
//-----------------------------------------------------------------------------
class CChatManager
{
public:
//-----------------------------------------------------------------------------
// Public interface
//-----------------------------------------------------------------------------
// get the singleton instance
static CChatManager* getInstance();
// Create a new named chat channel. Note, the channel is closed by default.
// - can return NULL if a channel with that name already exist.
virtual TChatChannelPtr createChatChannel(const NLMISC::CSString &channelName) =0;
// remove the given chat channel, closing it on all client screens
virtual void removeChannel(CChatChannel *channel) =0;
// Return a previously created chat channel or a NULL pointer.
virtual TChatChannelPtr getChatChannel(const NLMISC::CSString& channelName) =0;
// Set the title for a chat channel (and inform the IOS) - this operation returns
// false if a chat channel already exists with the given title
// the title is 'liberated' when the chat channel object is destroyed or its title changed
// note that setChatChannelTitle(NULL,title) simply tests whether a title is allocated
// to an existing chat channel - it is non-destructive and does not block future use of the title
virtual bool setChatChannelTitle(CChatChannel *channel,const NLMISC::CSString& channelTitle) =0;
};
//-----------------------------------------------------------------------------
// class CChatBroadcastDisplayer
//-----------------------------------------------------------------------------
// NLMISC::IDisplayer class for broadcasting to a gus chat channel
class CChatBroadcastDisplayer: public NLMISC::IDisplayer
{
public:
CChatBroadcastDisplayer(CChatChannel* channel);
void doDisplay(const NLMISC::CLog::TDisplayInfo& args,const char *message);
private:
TChatChannelPtr _Channel;
};
//-----------------------------------------------------------------------------
// class CChatDisplayer
//-----------------------------------------------------------------------------
// NLMISC::IDisplayer class for sending messages to a given user in a given gus chat channel
class CChatDisplayer: public NLMISC::IDisplayer
{
public:
CChatDisplayer(CChatChannel* channel,TClientId clientId);
void doDisplay(const NLMISC::CLog::TDisplayInfo& args,const char *message);
private:
TChatChannelPtr _Channel;
TClientId _ClientId;
};
}
//-----------------------------------------------------------------------------
#endif