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OldThink/Content.Shared/Chat/ChatSelectChannel.cs

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2022-05-13 00:59:03 -07:00
namespace Content.Shared.Chat
Chat improvements. (#4283) * UI is an abbreviation, in XAML. * Chat improvements. Changing the "selected" channel on the chat box is now only done via the tab cycle or clicking the button. Prefix chars like [ will temporarily replace the active chat channel. This is based 100% on message box contents so there's no input eating garbage or anything. Pressing specific channel focusing keys inserts the correct prefix character, potentially replacing an existing one. Existing chat contents are left in place just fine and selected so you can easily delete them (but are not forced to). Channel focusing keys now match the QWERTY key codes. Deadchat works now. Console can no longer be selected as a chat channel, but you can still use it with the / prefix. Refactored the connection between chat manager and chat box so that it's event based, reducing tons of spaghetti everywhere. Main chat box control uses XAML now. General cleanup. Added focus hotkeys for deadchat/console. Also added prefix for deadchat. Local chat is mapped to deadchat when a ghost. Probably more stuff I can't think of right now. * Add preferred channel system to chat box to automatically select local. I can't actually test this works because the non-lobby chat box code is complete disastrous spaghetti and i need to refactor it. * Move chatbox resizing and all that to a subclass. Refine preferred channel & deadchat mapping code further. * Don't do prefixes for channels you don't have access to. * Change format on channel select popup. * Clean up code with console handling somewhat.
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{
/// <summary>
/// Chat channels that the player can select in the chat box.
/// </summary>
/// <remarks>
/// Maps to <see cref="ChatChannel"/>, giving better names.
/// </remarks>
[Flags]
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public enum ChatSelectChannel : uint
Chat improvements. (#4283) * UI is an abbreviation, in XAML. * Chat improvements. Changing the "selected" channel on the chat box is now only done via the tab cycle or clicking the button. Prefix chars like [ will temporarily replace the active chat channel. This is based 100% on message box contents so there's no input eating garbage or anything. Pressing specific channel focusing keys inserts the correct prefix character, potentially replacing an existing one. Existing chat contents are left in place just fine and selected so you can easily delete them (but are not forced to). Channel focusing keys now match the QWERTY key codes. Deadchat works now. Console can no longer be selected as a chat channel, but you can still use it with the / prefix. Refactored the connection between chat manager and chat box so that it's event based, reducing tons of spaghetti everywhere. Main chat box control uses XAML now. General cleanup. Added focus hotkeys for deadchat/console. Also added prefix for deadchat. Local chat is mapped to deadchat when a ghost. Probably more stuff I can't think of right now. * Add preferred channel system to chat box to automatically select local. I can't actually test this works because the non-lobby chat box code is complete disastrous spaghetti and i need to refactor it. * Move chatbox resizing and all that to a subclass. Refine preferred channel & deadchat mapping code further. * Don't do prefixes for channels you don't have access to. * Change format on channel select popup. * Clean up code with console handling somewhat.
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{
None = 0,
/// <summary>
/// Chat heard by players within earshot
/// </summary>
Local = ChatChannel.Local,
/// <summary>
/// Chat heard by players right next to each other
/// </summary>
Whisper = ChatChannel.Whisper,
Chat improvements. (#4283) * UI is an abbreviation, in XAML. * Chat improvements. Changing the "selected" channel on the chat box is now only done via the tab cycle or clicking the button. Prefix chars like [ will temporarily replace the active chat channel. This is based 100% on message box contents so there's no input eating garbage or anything. Pressing specific channel focusing keys inserts the correct prefix character, potentially replacing an existing one. Existing chat contents are left in place just fine and selected so you can easily delete them (but are not forced to). Channel focusing keys now match the QWERTY key codes. Deadchat works now. Console can no longer be selected as a chat channel, but you can still use it with the / prefix. Refactored the connection between chat manager and chat box so that it's event based, reducing tons of spaghetti everywhere. Main chat box control uses XAML now. General cleanup. Added focus hotkeys for deadchat/console. Also added prefix for deadchat. Local chat is mapped to deadchat when a ghost. Probably more stuff I can't think of right now. * Add preferred channel system to chat box to automatically select local. I can't actually test this works because the non-lobby chat box code is complete disastrous spaghetti and i need to refactor it. * Move chatbox resizing and all that to a subclass. Refine preferred channel & deadchat mapping code further. * Don't do prefixes for channels you don't have access to. * Change format on channel select popup. * Clean up code with console handling somewhat.
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/// <summary>
/// Radio messages
/// </summary>
Radio = ChatChannel.Radio,
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/// <summary>
/// Local out-of-character channel
/// </summary>
LOOC = ChatChannel.LOOC,
Chat improvements. (#4283) * UI is an abbreviation, in XAML. * Chat improvements. Changing the "selected" channel on the chat box is now only done via the tab cycle or clicking the button. Prefix chars like [ will temporarily replace the active chat channel. This is based 100% on message box contents so there's no input eating garbage or anything. Pressing specific channel focusing keys inserts the correct prefix character, potentially replacing an existing one. Existing chat contents are left in place just fine and selected so you can easily delete them (but are not forced to). Channel focusing keys now match the QWERTY key codes. Deadchat works now. Console can no longer be selected as a chat channel, but you can still use it with the / prefix. Refactored the connection between chat manager and chat box so that it's event based, reducing tons of spaghetti everywhere. Main chat box control uses XAML now. General cleanup. Added focus hotkeys for deadchat/console. Also added prefix for deadchat. Local chat is mapped to deadchat when a ghost. Probably more stuff I can't think of right now. * Add preferred channel system to chat box to automatically select local. I can't actually test this works because the non-lobby chat box code is complete disastrous spaghetti and i need to refactor it. * Move chatbox resizing and all that to a subclass. Refine preferred channel & deadchat mapping code further. * Don't do prefixes for channels you don't have access to. * Change format on channel select popup. * Clean up code with console handling somewhat.
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/// <summary>
/// Out-of-character channel
/// </summary>
OOC = ChatChannel.OOC,
/// <summary>
/// Emotes
/// </summary>
Emotes = ChatChannel.Emotes,
/// <summary>
/// Deadchat
/// </summary>
Dead = ChatChannel.Dead,
// WD EDIT START
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Cult = ChatChannel.Cult,
Changeling = ChatChannel.Changeling,
Network = ChatChannel.Network,
// WD EDIT END
Chat improvements. (#4283) * UI is an abbreviation, in XAML. * Chat improvements. Changing the "selected" channel on the chat box is now only done via the tab cycle or clicking the button. Prefix chars like [ will temporarily replace the active chat channel. This is based 100% on message box contents so there's no input eating garbage or anything. Pressing specific channel focusing keys inserts the correct prefix character, potentially replacing an existing one. Existing chat contents are left in place just fine and selected so you can easily delete them (but are not forced to). Channel focusing keys now match the QWERTY key codes. Deadchat works now. Console can no longer be selected as a chat channel, but you can still use it with the / prefix. Refactored the connection between chat manager and chat box so that it's event based, reducing tons of spaghetti everywhere. Main chat box control uses XAML now. General cleanup. Added focus hotkeys for deadchat/console. Also added prefix for deadchat. Local chat is mapped to deadchat when a ghost. Probably more stuff I can't think of right now. * Add preferred channel system to chat box to automatically select local. I can't actually test this works because the non-lobby chat box code is complete disastrous spaghetti and i need to refactor it. * Move chatbox resizing and all that to a subclass. Refine preferred channel & deadchat mapping code further. * Don't do prefixes for channels you don't have access to. * Change format on channel select popup. * Clean up code with console handling somewhat.
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/// <summary>
/// Admin chat
/// </summary>
Admin = ChatChannel.AdminChat,
Chat improvements. (#4283) * UI is an abbreviation, in XAML. * Chat improvements. Changing the "selected" channel on the chat box is now only done via the tab cycle or clicking the button. Prefix chars like [ will temporarily replace the active chat channel. This is based 100% on message box contents so there's no input eating garbage or anything. Pressing specific channel focusing keys inserts the correct prefix character, potentially replacing an existing one. Existing chat contents are left in place just fine and selected so you can easily delete them (but are not forced to). Channel focusing keys now match the QWERTY key codes. Deadchat works now. Console can no longer be selected as a chat channel, but you can still use it with the / prefix. Refactored the connection between chat manager and chat box so that it's event based, reducing tons of spaghetti everywhere. Main chat box control uses XAML now. General cleanup. Added focus hotkeys for deadchat/console. Also added prefix for deadchat. Local chat is mapped to deadchat when a ghost. Probably more stuff I can't think of right now. * Add preferred channel system to chat box to automatically select local. I can't actually test this works because the non-lobby chat box code is complete disastrous spaghetti and i need to refactor it. * Move chatbox resizing and all that to a subclass. Refine preferred channel & deadchat mapping code further. * Don't do prefixes for channels you don't have access to. * Change format on channel select popup. * Clean up code with console handling somewhat.
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Console = ChatChannel.Unspecified
}
}