Let EZGames listen for user chats and pass them on as events to the user code. I'm a little uncertain if we need to do things with e.g. the bundle in the chat message object?
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@283 c613c5cb-e716-0410-b11b-feb51c14d237
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//
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// $Id: UserChatEvent.as 271 2007-04-07 00:25:58Z dhoover $
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//
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// Vilya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/vilya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.ezgame {
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import flash.events.Event;
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/**
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* Dispatched when a player speaks.
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*/
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public class UserChatEvent extends EZEvent
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{
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/** The type of a property change event. */
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public static const TYPE :String = "UserChat";
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/**
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* Get the name of the user who spoke.
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*/
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public function get speaker () :int
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{
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return _speaker;
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}
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/**
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* Get the content of the chat.
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*/
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public function get message () :Object
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{
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return _message;
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}
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/**
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* Constructor.
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*/
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public function UserChatEvent (ezgame :EZGameControl, speaker :int, message :String)
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{
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super(TYPE, ezgame);
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_speaker = speaker;
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_message = message;
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}
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override public function toString () :String
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{
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return "[UserChatEvent speaker=" + _speaker + ", message=" + _message + "]";
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}
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override public function clone () :Event
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{
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return new UserChatEvent(_ezgame, _speaker, _message);
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}
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/** Our implementation details. */
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protected var _speaker: int;
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protected var _message :String;
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}
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}
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