
This feature allows text to be posted to the IC log as a "ghost" before it has been displayed in-game. When desync chat is enabled, it's common for the player to wait a little while before their messages are displayed. Ghosts only apply to the active player's messages, not all queued messages. They are also pinned at the end of the IC log until they are displayed. Co-authored-by: oldmud0 <oldmud0@users.noreply.github.com> Co-authored-by: stonedDiscord <Tukz@gmx.de>
126 lines
1.8 KiB
C
126 lines
1.8 KiB
C
#ifndef DATATYPES_H
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#define DATATYPES_H
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#include <QMap>
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#include <QString>
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enum connection_type {
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TCP,
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WEBSOCKETS,
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};
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static QMap<QString, connection_type> to_connection_type = {
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{"tcp", connection_type::TCP},
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{"ws", connection_type::WEBSOCKETS}
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};
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struct server_type {
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QString name;
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QString desc;
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QString ip;
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int port;
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connection_type socket_type;
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};
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struct emote_type {
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QString comment;
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QString preanim;
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QString anim;
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int mod;
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QString sfx_name;
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int sfx_delay;
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int sfx_duration;
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};
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struct char_type {
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QString name;
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QString description;
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QString evidence_string;
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bool taken;
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};
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struct evi_type {
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QString name;
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QString description;
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QString image;
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};
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struct chatmessage_type {
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QString message;
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QString character;
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QString side;
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QString sfx_name;
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QString pre_emote;
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QString emote;
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int emote_modifier;
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int objection_modifier;
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int realization;
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int text_color;
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int evidence;
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int cid;
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int sfx_delay;
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int flip;
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};
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struct area_type {
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QString name;
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QString background;
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bool passworded;
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};
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struct pos_type {
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int x;
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int y;
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};
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struct pos_size_type {
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int x = 0;
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int y = 0;
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int width = 0;
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int height = 0;
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};
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enum CHAT_MESSAGE {
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DESK_MOD = 0,
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PRE_EMOTE,
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CHAR_NAME,
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EMOTE,
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MESSAGE,
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SIDE,
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SFX_NAME,
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EMOTE_MOD,
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CHAR_ID,
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SFX_DELAY,
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OBJECTION_MOD,
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EVIDENCE_ID,
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FLIP,
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REALIZATION,
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TEXT_COLOR,
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SHOWNAME,
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OTHER_CHARID,
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OTHER_NAME,
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OTHER_EMOTE,
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SELF_OFFSET,
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OTHER_OFFSET,
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OTHER_FLIP,
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IMMEDIATE,
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LOOPING_SFX,
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SCREENSHAKE,
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FRAME_SCREENSHAKE,
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FRAME_REALIZATION,
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FRAME_SFX,
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ADDITIVE,
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EFFECTS,
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};
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enum EMOTE_MOD {
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IDLE = 0,
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PREANIM = 1,
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ZOOM = 5,
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PREANIM_ZOOM = 6,
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};
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enum MUSIC_EFFECT { FADE_IN = 1, FADE_OUT = 2, SYNC_POS = 4 };
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#endif // DATATYPES_H
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