//========= 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; }; CUtlVector< hintmessagetime_t* > m_Timers; CHintMessageQueue *m_pQueue; CHintSystem *m_pHintSystem; }; #endif // HINTMESSAGE_H