using Content.Shared.CCVar;
using Content.Shared.Chat.TypingIndicator;
using Robust.Client.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
namespace Content.Client.Chat.TypingIndicator;
// Client-side typing system tracks user input in chat box
public sealed class TypingIndicatorSystem : SharedTypingIndicatorSystem
{
[Dependency] private readonly IGameTiming _time = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private readonly TimeSpan _typingTimeout = TimeSpan.FromSeconds(2);
private TimeSpan _lastTextChange;
private bool _isClientTyping;
public override void Initialize()
base.Initialize();
Subs.CVar(_cfg, CCVars.ChatShowTypingIndicator, OnShowTypingChanged);
}
public void ClientChangedChatText()
// don't update it if player don't want to show typing indicator
if (!_cfg.GetCVar(CCVars.ChatShowTypingIndicator))
return;
// client typed something - show typing indicator
ClientUpdateTyping(true);
_lastTextChange = _time.CurTime;
public void ClientSubmittedChatText()
// don't update it if player don't want to show typing
// client submitted text - hide typing indicator
ClientUpdateTyping(false);
public override void Update(float frameTime)
base.Update(frameTime);
// check if client didn't changed chat text box for a long time
if (_isClientTyping)
var dif = _time.CurTime - _lastTextChange;
if (dif > _typingTimeout)
// client didn't typed anything for a long time - hide indicator
private void ClientUpdateTyping(bool isClientTyping)
if (_isClientTyping == isClientTyping)
_isClientTyping = isClientTyping;
// check if player controls any pawn
if (_playerManager.LocalEntity == null)
// send a networked event to server
RaiseNetworkEvent(new TypingChangedEvent(isClientTyping));
private void OnShowTypingChanged(bool showTyping)
// hide typing indicator immediately if player don't want to show it anymore
if (!showTyping)