// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #pragma once using namespace System::Collections; namespace Emergent{ namespace Gamebryo{ namespace SceneDesigner{ namespace StdPluginsCpp { public __gc class MMessageService : public MDisposable, public IMessageService { public: MMessageService(); private: __gc struct Channel { Channel(String* strName) : m_strName(strName) { m_pmMessages = new ArrayList(); } String* m_strName; ArrayList* m_pmMessages; }; Channel* m_amChannels[]; // MDisposable members. protected: virtual void Do_Dispose(bool bDisposing); // IService members. public: __property String* get_Name(); bool Initialize(); bool Start(); // IMessageService members. public: virtual __event MessageAddedHandler* MessageAdded; virtual __event ChannelMessagesClearedHandler* ChannelMessagesCleared; virtual __event AllMessagesClearedHandler* AllMessagesCleared; String* GetChannelName(MessageChannelType eChannel); void AddMessage(MessageChannelType eChannel, String* strMessage); void AddMessage(MessageChannelType eChannel, Message* pmMessage); Message* GetMessage(MessageChannelType eChannel, int iIndex); Message* GetLatestMessage(MessageChannelType eChannel); Message* GetMessages(MessageChannelType eChannel)[]; void ClearMessages(MessageChannelType eChannel); void ClearAllMessages(); }; }}}}