Files
aya/client/common/content/scripts/Modules/Chat.lua
2025-12-17 16:47:48 +00:00

2666 lines
112 KiB
Lua

--[[
// FileName: Chat.lua
// Written by: SolarCrane
// Description: Code for lua side chat on ROBLOX.
]]
--[[ CONSTANTS ]]
-- NOTE: IF YOU WANT TO USE THIS CHAT SCRIPT IN YOUR OWN GAME:
-- 1) COPY THE CONTENTS OF THIS FILE INTO A MODULE
-- 2) CREATE A LOCALSCRIPT AND PARENT IT TO StarterGui
-- 3) IN THE LOCALSCRIPT require() THE CHAT MODULE YOU MADE IN STEP 1
-- 4) CONFIGURE YOUR PLACE ON THE WEBSITE TO USE BUBBLE-CHAT
-- 5) SET THE FOLLOWING TWO VARIABLES TO TRUE
local FORCE_CHAT_GUI = false
local NON_CORESCRIPT_MODE = false
local GameSettings = UserSettings().GameSettings
-- 6) (OPTIONAL) PUT THE FOLLOWING LINE IN A SERVER SCRIPT TO MAKE CHAT PERSIST THROUGH RESPAWNING
-- game:GetService('StarterGui').ResetPlayerGuiOnSpawn = false
---------------------------------
local MESSAGES_FADE_OUT_TIME = 30
local MAX_UDIM_SIZE = 2^15 - 1
local PHONE_SCREEN_WIDTH = 640
local TABLET_SCREEN_WIDTH = 1024
local FLOOD_CHECK_MESSAGE_COUNT = 7
local FLOOD_CHECK_MESSAGE_INTERVAL = 15 -- This is in seconds
local SCROLLBAR_THICKNESS = 7
local CHAT_COLORS =
{
Color3.new(253/255, 41/255, 67/255), -- BrickColor.new("Bright red").Color,
Color3.new(1/255, 162/255, 255/255), -- BrickColor.new("Bright blue").Color,
Color3.new(2/255, 184/255, 87/255), -- BrickColor.new("Earth green").Color,
BrickColor.new("Bright violet").Color,
BrickColor.new("Bright orange").Color,
BrickColor.new("Bright yellow").Color,
BrickColor.new("Light reddish violet").Color,
BrickColor.new("Brick yellow").Color,
}
--[[ END OF CONSTANTS ]]
--[[ SERVICES ]]
local RunService = game:GetService('RunService')
local CoreGuiService = game:GetService('CoreGui')
local PlayersService = game:GetService('Players')
local DebrisService = game:GetService('Debris')
local GuiService = game:GetService('GuiService')
local InputService = game:GetService('UserInputService')
local StarterGui = game:GetService('StarterGui')
--[[ END OF SERVICES ]]
--[[ Fast Flags ]]--
local playerDropDownEnabledSuccess, playerDropDownEnabledFlagValue = pcall(function() return settings():GetFFlag("PlayerDropDownEnabled") end)
local IsPlayerDropDownEnabled = playerDropDownEnabledSuccess and playerDropDownEnabledFlagValue
local getMoveChatSuccess, moveChatActiveValue = pcall(function() return settings():GetFFlag("SetCoreMoveChat") end)
local allowMoveChat = getMoveChatSuccess and moveChatActiveValue
local getDisableChatBarSuccess, disableChatBarValue = pcall(function() return settings():GetFFlag("SetCoreDisableChatBar") end)
local allowDisableChatBar = getDisableChatBarSuccess and disableChatBarValue
--[[ SCRIPT VARIABLES ]]
-- I am not fond of waiting at the top of the script here...
while PlayersService.LocalPlayer == nil do PlayersService.ChildAdded:wait() end
local Player = PlayersService.LocalPlayer
-- GuiRoot will act as the top-node for parenting GUIs
local GuiRoot = nil
if NON_CORESCRIPT_MODE then
GuiRoot = Instance.new("ScreenGui")
GuiRoot.Name = "RobloxGui"
GuiRoot.Parent = Player:WaitForChild('PlayerGui')
else
GuiRoot = CoreGuiService:WaitForChild('RobloxGui')
end
local chatRepositioned = false
local chatBarDisabled = false
local lastSelectedPlayer = nil
local lastSelectedButton = nil
local playerDropDownModule = nil
local playerDropDown = nil
local blockingUtility = nil
local topbarEnabled = true
if not NON_CORESCRIPT_MODE then
playerDropDownModule = require(GuiRoot.Modules:WaitForChild("PlayerDropDown"))
playerDropDown = playerDropDownModule:CreatePlayerDropDown()
blockingUtility = playerDropDownModule:CreateBlockingUtility()
end
--[[ END OF SCRIPT VARIABLES ]]
local function GetTopBarFlag()
local topbarSuccess, topbarFlagValue = pcall(function() return settings():GetFFlag("UseInGameTopBar") end)
return topbarSuccess and topbarFlagValue == true
end
local function GetLuaChatFilteringFlag()
local flagSuccess, flagValue = pcall(function() return settings():GetFFlag("LuaChatFiltering") end)
return flagSuccess and flagValue == true
end
local Util = {}
do
-- Check if we are running on a touch device
function Util.IsTouchDevice()
local touchEnabled = false
pcall(function() touchEnabled = InputService.TouchEnabled end)
return touchEnabled
end
function Util.IsSmallScreenSize()
return Util.IsTouchDevice() and GuiRoot.AbsoluteSize.X <= PHONE_SCREEN_WIDTH or false
end
function Util.Create(instanceType)
return function(data)
local obj = Instance.new(instanceType)
for k, v in pairs(data) do
if type(k) == 'number' then
v.Parent = obj
else
obj[k] = v
end
end
return obj
end
end
function Util.Clamp(low, high, input)
return math.max(low, math.min(high, input))
end
function Util.Linear(t, b, c, d)
if t >= d then return b + c end
return c*t/d + b
end
function Util.EaseOutQuad(t, b, c, d)
if t >= d then return b + c end
t = t/d;
return -c * t*(t-2) + b
end
function Util.EaseInOutQuad(t, b, c, d)
if t >= d then return b + c end
t = t / (d/2);
if (t < 1) then return c/2*t*t + b end;
t = t - 1;
return -c/2 * (t*(t-2) - 1) + b;
end
function Util.PropertyTweener(instance, prop, start, final, duration, easingFunc, cbFunc)
local this = {}
this.StartTime = tick()
this.EndTime = this.StartTime + duration
this.Cancelled = false
local finished = false
local percentComplete = 0
spawn(function()
local now = tick()
while now < this.EndTime and instance do
if this.Cancelled then
return
end
instance[prop] = easingFunc(now - this.StartTime, start, final - start, duration)
percentComplete = Util.Clamp(0, 1, (now - this.StartTime) / duration)
RunService.RenderStepped:wait()
now = tick()
end
if this.Cancelled == false and instance then
instance[prop] = final
finished = true
percentComplete = 1
if cbFunc then
cbFunc()
end
end
end)
function this:GetPercentComplete()
return percentComplete
end
function this:IsFinished()
return finished
end
function this:Cancel()
this.Cancelled = true
end
return this
end
function Util.Signal()
local sig = {}
local mSignaler = Instance.new('BindableEvent')
local mArgData = nil
local mArgDataCount = nil
function sig:fire(...)
mArgData = {...}
mArgDataCount = select('#', ...)
mSignaler:Fire()
end
function sig:connect(f)
if not f then error("connect(nil)", 2) end
return mSignaler.Event:connect(function()
f(unpack(mArgData, 1, mArgDataCount))
end)
end
function sig:wait()
mSignaler.Event:wait()
assert(mArgData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.")
return unpack(mArgData, 1, mArgDataCount)
end
return sig
end
function Util.DisconnectEvent(conn)
if conn then
conn:disconnect()
end
return nil
end
function Util.SetGUIInsetBounds(x, y)
local success, _ = pcall(function() GuiService:SetGlobalGuiInset(0, x, 0, y) end)
if not success then
pcall(function() GuiService:SetGlobalSizeOffsetPixel(-x, -y) end) -- Legacy GUI-offset function
end
end
local baseUrl = game:GetService("ContentProvider").BaseUrl:lower()
baseUrl = string.gsub(baseUrl,"/m.","/www.") --mobile site does not work for this stuff!
function Util.GetSecureApiBaseUrl()
local secureApiUrl = baseUrl
secureApiUrl = string.gsub(secureApiUrl,"http://","https://")
secureApiUrl = string.gsub(secureApiUrl,"www","api")
return secureApiUrl
end
function Util.GetPlayerByName(playerName)
-- O(n), may be faster if I store a reverse hash from the players list; can't trust FindFirstChild in PlayersService because anything can be parented to there.
local lowerName = string.lower(playerName)
for _, player in pairs(PlayersService:GetPlayers()) do
if string.lower(player.Name) == lowerName then
return player
end
end
return nil -- Found no player
end
local adminCache = {}
function Util.IsPlayerAdminAsync(player)
local userId = player and player.userId
if userId then
if adminCache[userId] == nil then
local admins = {
["kinery"] = true,
["Carrot"] = true,
["nebulous"] = true,
["jack"] = true,
}
-- Many things can error is the IsInGroup check
pcall(function()
isAdmin = admins[player.Name] ~= nil
end)
adminCache[userId] = isAdmin
end
return adminCache[userId]
end
return false
end
local function GetNameValue(pName)
local value = 0
for index = 1, #pName do
local cValue = string.byte(string.sub(pName, index, index))
local reverseIndex = #pName - index + 1
if #pName%2 == 1 then
reverseIndex = reverseIndex - 1
end
if reverseIndex%4 >= 2 then
cValue = -cValue
end
value = value + cValue
end
return value
end
function Util.ComputeChatColor(pName)
return CHAT_COLORS[(GetNameValue(pName) % #CHAT_COLORS) + 1]
end
-- This is a memo-izing function
local testLabel = Instance.new('TextLabel')
testLabel.TextWrapped = true;
testLabel.Position = UDim2.new(1,0,1,0)
testLabel.Parent = GuiRoot -- Note: We have to parent it to check TextBounds
-- The TextSizeCache table looks like this Text->Font->sizeBounds->FontSize
local TextSizeCache = {}
function Util.GetStringTextBounds(text, font, fontSize, sizeBounds)
-- If no sizeBounds are specified use some huge number
sizeBounds = sizeBounds or false
if not TextSizeCache[text] then
TextSizeCache[text] = {}
end
if not TextSizeCache[text][font] then
TextSizeCache[text][font] = {}
end
if not TextSizeCache[text][font][sizeBounds] then
TextSizeCache[text][font][sizeBounds] = {}
end
if not TextSizeCache[text][font][sizeBounds][fontSize] then
testLabel.Text = text
testLabel.Font = font
testLabel.FontSize = fontSize
if sizeBounds then
testLabel.TextWrapped = true;
testLabel.Size = sizeBounds
else
testLabel.TextWrapped = false;
end
TextSizeCache[text][font][sizeBounds][fontSize] = testLabel.TextBounds
end
return TextSizeCache[text][font][sizeBounds][fontSize]
end
local PRINTABLE_CHARS = '[^' .. string.char(32) .. '-' .. string.char(126) .. ']'
local WHITESPACE_CHARS = '(' .. string.rep('%s', 7) .. ')%s+'
function Util.FilterUnprintableCharacters(str)
if not GetLuaChatFilteringFlag() then
return str
end
local result = str:gsub(PRINTABLE_CHARS, '');
result = str:gsub(WHITESPACE_CHARS, '%1');
return result
end
end
local SelectChatModeEvent = Util.Signal()
local SelectPlayerEvent = Util.Signal()
local function CreateChatMessage()
local this = {}
this.FadeRoutines = {}
function this:GetMessageFontSize(settings)
return Util.IsSmallScreenSize() and settings.SmallScreenFontSize or settings.FontSize
end
function this:OnResize()
-- Nothing!
end
function this:FadeIn()
local gui = this:GetGui()
if gui then
gui.Visible = true
end
end
function this:FadeOut()
local gui = this:GetGui()
if gui then
gui.Visible = false
end
end
function this:GetGui()
return this.Container
end
function this:Destroy()
if this.Container ~= nil then
this.Container:Destroy()
this.Container = nil
end
if this.FadeRoutines then
for _, routine in pairs(this.FadeRoutines) do
routine:Cancel()
end
this.FadeRoutines = {}
end
end
return this
end
local function CreateSystemChatMessage(settings, chattedMessage)
local this = CreateChatMessage()
this.Settings = settings
this.chatMessage = chattedMessage
function this:OnResize(containerSize)
if this.Container and this.ChatMessage then
this.Container.Size = UDim2.new(1,0,0,1000)
local textHeight = this.ChatMessage.TextBounds.Y
this.Container.Size = UDim2.new(1,0,0,textHeight + 1)
return textHeight
end
end
function this:FadeIn()
local gui = this:GetGui()
if gui then
gui.Visible = true
for _, routine in pairs(this.FadeRoutines) do
routine:Cancel()
end
this.FadeRoutines = {}
local tweenableObjects = {
this.ChatMessage;
}
for _, object in pairs(tweenableObjects) do
object.TextTransparency = 0;
object.TextStrokeTransparency = this.Settings.TextStrokeTransparency;
end
end
end
function this:FadeOut(instant)
local gui = this:GetGui()
if gui then
if instant then
gui.Visible = false
else
local tweenableObjects = {
this.ChatMessage;
}
for _, object in pairs(tweenableObjects) do
table.insert(this.FadeRoutines, Util.PropertyTweener(object, 'TextTransparency', object.TextTransparency, 1, 1, Util.Linear))
table.insert(this.FadeRoutines, Util.PropertyTweener(object, 'TextStrokeTransparency', object.TextStrokeTransparency, 1, 0.85, Util.Linear))
end
end
end
end
local function CreateMessageGuiElement()
local fontSize = this:GetMessageFontSize(this.Settings)
local systemMesasgeDisplayText = this.chatMessage or ""
local systemMessageSize = Util.GetStringTextBounds(systemMesasgeDisplayText, this.Settings.Font, fontSize, UDim2.new(0, 400, 0, 1000))
local container = Util.Create'Frame'
{
Name = 'MessageContainer';
Position = UDim2.new(0, 0, 0, 0);
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 1;
};
local chatMessage = Util.Create'TextLabel'
{
Name = 'SystemChatMessage';
Position = UDim2.new(0, 0, 0, 0);
Size = UDim2.new(1, 0, 1, 0);
Text = systemMesasgeDisplayText;
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 1;
TextXAlignment = Enum.TextXAlignment.Left;
TextYAlignment = Enum.TextYAlignment.Top;
TextWrapped = true;
TextColor3 = this.Settings.DefaultMessageTextColor;
FontSize = fontSize;
Font = this.Settings.Font;
TextStrokeColor3 = this.Settings.TextStrokeColor;
TextStrokeTransparency = this.Settings.TextStrokeTransparency;
Parent = container;
};
container.Size = UDim2.new(1, 0, 0, systemMessageSize.Y + 1);
this.Container = container
this.ChatMessage = chatMessage
end
CreateMessageGuiElement()
return this
end
--[[ Popup Handling ]]--
function createPopupFrame(selectedPlayer, selectedButton)
if selectedPlayer and selectedPlayer.Parent == PlayersService then
if lastSelectedButton ~= selectedButton then
if lastSelectedButton ~= nil then
lastSelectedButton.BackgroundTransparency = 1
lastSelectedButton = nil
end
lastSelectedButton = selectedButton
lastSelectedPlayer = selectedPlayer
selectedButton.BackgroundTransparency = 0.5
if IsPlayerDropDownEnabled then
playerDropDown.HidePopupImmediately = true
local PopupFrame = playerDropDown:CreatePopup(selectedPlayer)
PopupFrame.Position = UDim2.new(0, selectedButton.AbsolutePosition.X + selectedButton.AbsoluteSize.X + 2, 0, selectedButton.AbsolutePosition.Y)
PopupFrame.Size = UDim2.new(0, 150, PopupFrame.Size.Y.Scale, PopupFrame.Size.Y.Offset)
PopupFrame.ZIndex = 5
PopupFrame.Parent = GuiRoot
end
for _, button in pairs(PopupFrame:GetChildren()) do
button.BackgroundTransparency = 0
button.ZIndex = 6
end
else
if IsPlayerDropDownEnabled then
playerDropDown:Hide()
end
lastSelectedPlayer = nil
end
end
end
function popupHidden()
if lastSelectedButton then
lastSelectedPlayer = nil
lastSelectedButton.BackgroundTransparency = 1
lastSelectedButton = nil
end
end
if IsPlayerDropDownEnabled and playerDropDown then
playerDropDown.HiddenSignal:connect(popupHidden)
end
InputService.InputBegan:connect(function(inputObject, isProcessed)
if isProcessed then return end
local inputType = inputObject.UserInputType
if (inputType == Enum.UserInputType.Touch and inputObject.UserInputState == Enum.UserInputState.Begin) or
inputType == Enum.UserInputType.MouseButton1 then
if lastSelectedButton and IsPlayerDropDownEnabled then
playerDropDown:Hide()
end
end
end)
--[[ End of popup handling ]]--
local function CreatePlayerChatMessage(settings, playerChatType, sendingPlayer, chattedMessage, receivingPlayer)
local this = CreateChatMessage()
this.Settings = settings
this.PlayerChatType = playerChatType
this.SendingPlayer = sendingPlayer
this.RawMessageContent = chattedMessage
this.ReceivingPlayer = receivingPlayer
this.ReceivedTime = tick()
this.Neutral = this.SendingPlayer and this.SendingPlayer.Neutral or true
this.TeamColor = this.SendingPlayer and this.SendingPlayer.TeamColor or BrickColor.new("White")
function this:OnResize(containerSize)
if this.Container and this.ChatMessage then
this.Container.Size = UDim2.new(1,0,0,1000)
local textHeight = this.ChatMessage.TextBounds.Y
this.Container.Size = UDim2.new(1,0,0,textHeight + 1)
return textHeight
end
end
function this:FormatMessage()
local result = ""
if this.RawMessageContent then
local message = this.RawMessageContent
result = message
end
return result
end
function this:FormatChatType()
if this.PlayerChatType then
if this.PlayerChatType == Enum.PlayerChatType.All then
--return "[All]"
elseif this.PlayerChatType == Enum.PlayerChatType.Team then
return "[Team]"
elseif this.PlayerChatType == Enum.PlayerChatType.Whisper then
-- nothing!
end
end
end
function this:FormatPlayerNameText()
local playerName = ""
-- If we are sending a whisper to someone, then we should show their name
if this.PlayerChatType == Enum.PlayerChatType.Whisper and this.SendingPlayer and this.SendingPlayer == Player then
playerName = (this.ReceivingPlayer and this.ReceivingPlayer.Name or "")
else
playerName = (this.SendingPlayer and this.SendingPlayer.Name or "")
end
return "[" .. playerName .. "]:"
end
function this:FadeIn()
local gui = this:GetGui()
if gui then
gui.Visible = true
for _, routine in pairs(this.FadeRoutines) do
routine:Cancel()
end
this.FadeRoutines = {}
local tweenableObjects = {
this.WhisperToText;
this.WhisperFromText;
this.ChatModeButton;
this.UserNameButton;
this.ChatMessage;
}
for _, object in pairs(tweenableObjects) do
object.TextTransparency = 0;
object.TextStrokeTransparency = this.Settings.TextStrokeTransparency;
object.Active = true
end
if this.UserNameDot then
this.UserNameDot.ImageTransparency = 0
end
end
end
function this:FadeOut(instant)
local gui = this:GetGui()
if gui then
if instant then
gui.Visible = false
else
local tweenableObjects = {
this.WhisperToText;
this.WhisperFromText;
this.ChatModeButton;
this.UserNameButton;
this.ChatMessage;
}
for _, object in pairs(tweenableObjects) do
table.insert(this.FadeRoutines, Util.PropertyTweener(object, 'TextTransparency', object.TextTransparency, 1, 1, Util.Linear))
table.insert(this.FadeRoutines, Util.PropertyTweener(object, 'TextStrokeTransparency', object.TextStrokeTransparency, 1, 0.85, Util.Linear))
object.Active = false
end
if this.UserNameDot then
table.insert(this.FadeRoutines, Util.PropertyTweener(this.UserNameDot, 'ImageTransparency', this.UserNameDot.ImageTransparency, 1, 1, Util.Linear))
end
end
end
end
function this:Destroy()
if this.Container ~= nil then
this.Container:Destroy()
this.Container = nil
end
this.ClickedOnModeConn = Util.DisconnectEvent(this.ClickedOnModeConn)
this.ClickedOnPlayerConn = Util.DisconnectEvent(this.ClickedOnPlayerConn)
this.RightClickedOnPlayerConn = Util.DisconnectEvent(this.RightClickedOnPlayerConn)
end
local function CreateMessageGuiElement()
local fontSize = this:GetMessageFontSize(this.Settings)
local toMesasgeDisplayText = "To "
local toMessageSize = Util.GetStringTextBounds(toMesasgeDisplayText, this.Settings.Font, fontSize)
local fromMesasgeDisplayText = "From "
local fromMessageSize = Util.GetStringTextBounds(fromMesasgeDisplayText, this.Settings.Font, fontSize)
local chatTypeDisplayText = this:FormatChatType()
local chatTypeSize = chatTypeDisplayText and Util.GetStringTextBounds(chatTypeDisplayText, this.Settings.Font, fontSize) or Vector2.new(0,0)
local playerNameDisplayText = this:FormatPlayerNameText()
local playerNameSize = Util.GetStringTextBounds(playerNameDisplayText, this.Settings.Font, fontSize)
local singleSpaceSize = Util.GetStringTextBounds(" ", this.Settings.Font, fontSize)
local numNeededSpaces = math.ceil(playerNameSize.X / singleSpaceSize.X) + 1
local chatMessageDisplayText = string.rep(" ", numNeededSpaces) .. this:FormatMessage()
local chatMessageSize = Util.GetStringTextBounds(chatMessageDisplayText, this.Settings.Font, fontSize, UDim2.new(0, 400 - 5 - playerNameSize.X, 0, 1000))
local playerColor = this.Settings.DefaultMessageTextColor
if this.SendingPlayer then
if this.PlayerChatType == Enum.PlayerChatType.Whisper then
if this.SendingPlayer == Player and this.ReceivingPlayer then
playerColor = Util.ComputeChatColor(this.ReceivingPlayer.Name)
else
playerColor = Util.ComputeChatColor(this.SendingPlayer.Name)
end
else
if this.SendingPlayer.Neutral then
playerColor = Util.ComputeChatColor(this.SendingPlayer.Name)
else
playerColor = this.SendingPlayer.TeamColor.Color
end
end
end
local container = Util.Create'Frame'
{
Name = 'MessageContainer';
Position = UDim2.new(0, 0, 0, 0);
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 1;
};
local xOffset = 0
if this.SendingPlayer and this.SendingPlayer == Player and this.PlayerChatType == Enum.PlayerChatType.Whisper then
local whisperToText = Util.Create'TextLabel'
{
Name = 'WhisperTo';
Position = UDim2.new(0, 0, 0, 0);
Size = UDim2.new(0, toMessageSize.X, 0, toMessageSize.Y);
Text = toMesasgeDisplayText;
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 1;
TextXAlignment = Enum.TextXAlignment.Left;
TextYAlignment = Enum.TextYAlignment.Top;
TextWrapped = true;
TextColor3 = this.Settings.DefaultMessageTextColor;
FontSize = fontSize;
Font = this.Settings.Font;
TextStrokeColor3 = this.Settings.TextStrokeColor;
TextStrokeTransparency = this.Settings.TextStrokeTransparency;
Parent = container;
};
xOffset = xOffset + toMessageSize.X
this.WhisperToText = whisperToText
elseif this.SendingPlayer and this.SendingPlayer ~= Player and this.PlayerChatType == Enum.PlayerChatType.Whisper then
local whisperFromText = Util.Create'TextLabel'
{
Name = 'WhisperFromText';
Position = UDim2.new(0, 0, 0, 0);
Size = UDim2.new(0, fromMessageSize.X, 0, fromMessageSize.Y);
Text = fromMesasgeDisplayText;
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 1;
TextXAlignment = Enum.TextXAlignment.Left;
TextYAlignment = Enum.TextYAlignment.Top;
TextWrapped = true;
TextColor3 = this.Settings.DefaultMessageTextColor;
FontSize = fontSize;
Font = this.Settings.Font;
TextStrokeColor3 = this.Settings.TextStrokeColor;
TextStrokeTransparency = this.Settings.TextStrokeTransparency;
Parent = container;
};
xOffset = xOffset + fromMessageSize.X
this.WhisperFromText = whisperFromText
elseif not GetTopBarFlag() then
local userNameDot = Util.Create'ImageLabel'
{
Name = "UserNameDot";
Size = UDim2.new(0, 14, 0, 14);
BackgroundTransparency = 1;
Position = UDim2.new(0, 0, 0, math.max(0, ((playerNameSize and playerNameSize.Y or 0) - 14)/2) + 2);
BorderSizePixel = 0;
Image = "ayaasset://textures/ui/chat_teamButton.png";
ImageColor3 = playerColor;
Parent = container;
}
xOffset = xOffset + 14 + 3
this.UserNameDot = userNameDot
end
if chatTypeDisplayText then
local chatModeButton = Util.Create(Util.IsTouchDevice() and 'TextLabel' or 'TextButton')
{
Name = 'ChatMode';
BackgroundTransparency = 1;
ZIndex = 2;
Text = chatTypeDisplayText;
TextColor3 = this.Settings.DefaultMessageTextColor;
Position = UDim2.new(0, xOffset, 0, 0);
TextXAlignment = Enum.TextXAlignment.Left;
TextYAlignment = Enum.TextYAlignment.Top;
FontSize = fontSize;
Font = this.Settings.Font;
Size = UDim2.new(0, chatTypeSize.X, 0, chatTypeSize.Y);
TextStrokeColor3 = this.Settings.TextStrokeColor;
TextStrokeTransparency = this.Settings.TextStrokeTransparency;
Parent = container
}
if chatModeButton:IsA('TextButton') then
this.ClickedOnModeConn = chatModeButton.MouseButton1Click:connect(function()
SelectChatModeEvent:fire(this.PlayerChatType)
end)
end
if this.PlayerChatType == Enum.PlayerChatType.Team then
chatModeButton.TextColor3 = playerColor
end
xOffset = xOffset + chatTypeSize.X + 1
this.ChatModeButton = chatModeButton
end
local userNameButton = Util.Create(Util.IsTouchDevice() and 'TextLabel' or 'TextButton')
{
Name = 'PlayerName';
BackgroundTransparency = 1;
BackgroundColor3 = Color3.new(0, 1, 1);
BorderSizePixel = 0;
ZIndex = 2;
Text = playerNameDisplayText;
TextColor3 = playerColor;
Position = UDim2.new(0, xOffset, 0, 0);
TextXAlignment = Enum.TextXAlignment.Left;
TextYAlignment = Enum.TextYAlignment.Top;
FontSize = fontSize;
Font = this.Settings.Font;
Size = UDim2.new(0, playerNameSize.X, 0, playerNameSize.Y);
TextStrokeColor3 = this.Settings.TextStrokeColor;
TextStrokeTransparency = this.Settings.TextStrokeTransparency;
Parent = container
}
if userNameButton:IsA('TextButton') then
this.ClickedOnPlayerConn = userNameButton.MouseButton1Click:connect(function()
local gui = this:GetGui()
if gui and gui.Visible then
if this.PlayerChatType == Enum.PlayerChatType.Whisper and this.SendingPlayer == Player and this.ReceivingPlayer then
SelectPlayerEvent:fire(this.ReceivingPlayer)
else
SelectPlayerEvent:fire(this.SendingPlayer)
end
end
end)
this.RightClickedOnPlayerConn = userNameButton.MouseButton2Click:connect(function()
local gui = this:GetGui()
if gui and gui.Visible then
if IsPlayerDropDownEnabled and playerDropDown then
if this.SendingPlayer and this.SendingPlayer ~= Player then
createPopupFrame(this.SendingPlayer, userNameButton)
end
end
end
end)
end
local chatMessage = Util.Create'TextLabel'
{
Name = 'ChatMessage';
Position = UDim2.new(0, xOffset, 0, 0);
Size = UDim2.new(1, -xOffset, 1, 0);
Text = chatMessageDisplayText;
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 1;
TextXAlignment = Enum.TextXAlignment.Left;
TextYAlignment = Enum.TextYAlignment.Top;
TextWrapped = true;
TextColor3 = this.Settings.DefaultMessageTextColor;
FontSize = fontSize;
Font = this.Settings.Font;
TextStrokeColor3 = this.Settings.TextStrokeColor;
TextStrokeTransparency = this.Settings.TextStrokeTransparency;
Parent = container;
};
if this.SendingPlayer and Util.IsPlayerAdminAsync(this.SendingPlayer) then
chatMessage.TextColor3 = this.Settings.AdminTextColor
end
chatMessage.Size = chatMessage.Size + UDim2.new(0, 0, 0, chatMessage.TextBounds.Y);
container.Size = UDim2.new(1, 0, 0, math.max(chatMessageSize.Y + 1, userNameButton.Size.Y.Offset + 1));
this.Container = container
this.ChatMessage = chatMessage
this.UserNameButton = userNameButton
end
CreateMessageGuiElement()
return this
end
local function CreateChatBarWidget(settings)
local this = {}
-- MessageModes: {All, Team, Whisper}
this.MessageMode = 'All'
this.TargetWhisperPlayer = nil
this.Settings = settings
this.WidgetVisible = false
this.FadedIn = true
this.ChatBarGainedFocusEvent = Util.Signal()
this.ChatBarLostFocusEvent = Util.Signal()
this.ChatCommandEvent = Util.Signal() -- Signal Signatue: success, actionType, [captures]
this.ChatErrorEvent = Util.Signal() -- Signal Signatue: success, actionType, [captures]
this.ChatBarFloodEvent = Util.Signal()
local chatCoreGuiEnabled = true
-- This function while lets string.find work case-insensitively without clobbering the case of the captures
local function nocase(s)
s = string.gsub(s, "%a", function (c)
return string.format("[%s%s]", string.lower(c),
string.upper(c))
end)
return s
end
this.ChatMatchingRegex =
{
[function(chatBarText) return string.find(chatBarText, nocase("^/w ") .. "(%w+_?%w+)") end] = "Whisper";
[function(chatBarText) return string.find(chatBarText, nocase("^/whisper ") .. "(%w+_?%w+)") end] = "Whisper";
[function(chatBarText) return string.find(chatBarText, "^%%") end] = "Team";
[function(chatBarText) return string.find(chatBarText, "^%(TEAM%)") end] = "Team";
[function(chatBarText) return string.find(chatBarText, nocase("^/t")) end] = "Team";
[function(chatBarText) return string.find(chatBarText, nocase("^/team")) end] = "Team";
[function(chatBarText) return string.find(chatBarText, nocase("^/a")) end] = "All";
[function(chatBarText) return string.find(chatBarText, nocase("^/all")) end] = "All";
[function(chatBarText) return string.find(chatBarText, nocase("^/s")) end] = "All";
[function(chatBarText) return string.find(chatBarText, nocase("^/say")) end] = "All";
[function(chatBarText) return string.find(chatBarText, nocase("^/e")) end] = "Emote";
[function(chatBarText) return string.find(chatBarText, nocase("^/emote")) end] = "Emote";
[function(chatBarText) return string.find(chatBarText, "^/%?") end] = "Help";
[function(chatBarText) return string.find(chatBarText, nocase("^/help")) end] = "Help";
[function(chatBarText) return string.find(chatBarText, nocase("^/block ") .. "(%w+_?%w+)") end] = "Block";
[function(chatBarText) return string.find(chatBarText, nocase("^/unblock ") .. "(%w+_?%w+)") end] = "Unblock";
[function(chatBarText) return string.find(chatBarText, nocase("^/mute ") .. "(%w+_?%w+)") end] = "Mute";
[function(chatBarText) return string.find(chatBarText, nocase("^/unmute ") .. "(%w+_?%w+)") end] = "Unmute";
}
local ChatModesDict =
{
['Whisper'] = 'Whisper';
['Team'] = 'Team';
['All'] = 'All';
[Enum.PlayerChatType.Whisper] = 'Whisper';
[Enum.PlayerChatType.Team] = 'Team';
[Enum.PlayerChatType.All] = 'All';
}
local function TearDownEvents()
-- Note: This is a new api so we need to pcall it
if not GetTopBarFlag() then
pcall(function() GuiService:RemoveSpecialKey(Enum.SpecialKey.ChatHotkey) end)
this.SpecialKeyPressedConn = Util.DisconnectEvent(this.SpecialKeyPressedConn)
end
this.ClickToChatButtonConn = Util.DisconnectEvent(this.ClickToChatButtonConn)
this.ChatBarFocusLostConn = Util.DisconnectEvent(this.ChatBarFocusLostConn)
this.ChatBarLostFocusConn = Util.DisconnectEvent(this.ChatBarLostFocusConn)
this.SelectChatModeConn = Util.DisconnectEvent(this.SelectChatModeConn)
this.SelectPlayerConn = Util.DisconnectEvent(this.SelectPlayerConn)
this.FocusChatBarInputBeganConn = Util.DisconnectEvent(this.FocusChatBarInputBeganConn)
this.InputBeganConn = Util.DisconnectEvent(this.InputBeganConn)
this.ChatBarChangedConn = Util.DisconnectEvent(this.ChatBarChangedConn)
end
local function HookUpEvents()
TearDownEvents() -- Cleanup old events
if not GetTopBarFlag() then
pcall(function()
-- ChatHotKey is '/'
this.SpecialKeyPressedConn = Util.DisconnectEvent(this.SpecialKeyPressedConn)
GuiService:AddSpecialKey(Enum.SpecialKey.ChatHotkey)
this.SpecialKeyPressedConn = GuiService.SpecialKeyPressed:connect(function(key)
if key == Enum.SpecialKey.ChatHotkey then
this:FocusChatBar()
end
end)
end)
end
if this.ClickToChatButton then this.ClickToChatButtonConn = this.ClickToChatButton.MouseButton1Click:connect(function() this:FocusChatBar() end) end
if this.ChatBar then
-- Use a count to check for double backspace out of a chatmode
local count = 0
if not Util.IsTouchDevice() then
this.FocusChatBarInputBeganConn = Util.DisconnectEvent(this.FocusChatBarInputBeganConn)
this.FocusChatBarInputBeganConn = InputService.InputBegan:connect(function(inputObj)
if inputObj.KeyCode == Enum.KeyCode.Backspace and this:GetChatBarText() == "" then
if count == 0 then
count = count + 1
else
this:SetMessageMode('All')
end
else
count = 0
end
end)
end
this.ChatBarFocusLostConn = this.ChatBar.FocusLost:connect(function(...)
count = 0
this.ChatBarLostFocusEvent:fire(...)
end)
this.ChatBarChangedConn = this.ChatBar.Changed:connect(function(prop)
if prop == "Text" then
this:OnChatBarTextChanged()
elseif prop == 'TextFits' or prop == 'TextBounds' or prop == 'Visible' then
this:OnChatBarBoundsChanged()
end
end)
end
if this.ChatBarLostFocusEvent then this.ChatBarLostFocusConn = this.ChatBarLostFocusEvent:connect(function(...) this:OnChatBarFocusLost(...) end) end
this.SelectChatModeConn = SelectChatModeEvent:connect(function(chatType)
this:SetMessageMode(chatType)
this:FocusChatBar()
end)
this.SelectPlayerConn = SelectPlayerEvent:connect(function(chatPlayer)
this.TargetWhisperPlayer = chatPlayer
this:SetMessageMode("Whisper")
this:FocusChatBar()
end)
this.InputBeganConn = InputService.InputBegan:connect(function(inputObject)
if inputObject.KeyCode == Enum.KeyCode.Escape then
-- Clear text when they press escape
this:SetChatBarText("")
end
end)
end
function this:CalculateVisibility()
if this.ChatBarContainer then
local enabled = self.WidgetVisible and chatCoreGuiEnabled and not NON_CORESCRIPT_MODE
if enabled then
HookUpEvents()
else
TearDownEvents()
end
this.ChatBarContainer.Visible = enabled and self.FadedIn and (not chatBarDisabled)
end
end
function this:ToggleVisibility(visible)
if visible ~= self.WidgetVisible then
self.WidgetVisible = visible
self:CalculateVisibility()
end
if NON_CORESCRIPT_MODE or chatBarDisabled then
this.ChatBarContainer.Visible = false
end
end
function this:FadeIn()
self.FadedIn = true
self:CalculateVisibility()
end
function this:FadeOut()
self.FadedIn = false
self:CalculateVisibility()
end
function this:CoreGuiChanged(coreGuiType, enabled)
if coreGuiType == Enum.CoreGuiType.Chat or coreGuiType == Enum.CoreGuiType.All then
chatCoreGuiEnabled = enabled
self:CalculateVisibility()
end
end
function this:IsAChatMode(mode)
return ChatModesDict[mode] ~= nil
end
function this:ProcessChatBarModes(requireWhitespaceAfterChatMode)
local matchedAChatCommand = false
if this.ChatBar then
local chatBarText = this:SanitizeInput(this:GetChatBarText())
for regexFunc, actionType in pairs(this.ChatMatchingRegex) do
local start, finish, capture = regexFunc(chatBarText)
if start and finish then
-- The following line is for whether or not to try setting the chatmode as-you-type
-- versus when you press enter.
local whitespaceAfterSlashCommand = string.find(string.sub(chatBarText, finish+1, finish+1), "%s")
if (not requireWhitespaceAfterChatMode and finish == #chatBarText) or whitespaceAfterSlashCommand then
if this:IsAChatMode(actionType) then
if actionType == "Whisper" then
local targetPlayer = capture and Util.GetPlayerByName(capture)
if targetPlayer then --and targetPlayer ~= Player then
this.TargetWhisperPlayer = targetPlayer
-- start from two over to eat the space or tab character after the slash command
this:SetChatBarText(string.sub(chatBarText, finish + 2))
this:SetMessageMode(actionType)
this.ChatCommandEvent:fire(true, actionType, capture)
else
-- This is an indirect way of detecting if they used enter to close submit this chat
if not requireWhitespaceAfterChatMode then
this:SetChatBarText("")
this.ChatCommandEvent:fire(false, actionType, capture)
end
end
else
-- start from two over to eat the space or tab character after the slash command
this:SetChatBarText(string.sub(chatBarText, finish + 2))
this:SetMessageMode(actionType)
this.ChatCommandEvent:fire(true, actionType, capture)
end
elseif actionType == "Emote" then
-- You can only emote to everyone.
this:SetMessageMode('All')
elseif not requireWhitespaceAfterChatMode then -- Some non-chat related command
if actionType == "Help" then
this:SetChatBarText("") -- Clear the chat so we don't send /? to everyone
end
this.ChatCommandEvent:fire(true, actionType, capture)
end
-- should we break here since we already matched a slash command or keep going?
matchedAChatCommand = true
end
end
end
end
return matchedAChatCommand
end
local previousText = ""
function this:OnChatBarTextChanged()
if not Util.IsTouchDevice() then
this:ProcessChatBarModes(true)
local originalText = this:GetChatBarText()
local newText = Util.FilterUnprintableCharacters(originalText)
if newText ~= originalText then
previousText = newText
end
local fixedText = newText
if #newText > this.Settings.MaxCharactersInMessage or originalText ~= newText then
-- This is a hack to deal with the bug that holding down a key for repeated input doesn't trigger the textChanged event
if #newText == #previousText + 1 then
fixedText = string.sub(previousText, 1, this.Settings.MaxCharactersInMessage)
else
fixedText = string.sub(newText, 1, this.Settings.MaxCharactersInMessage)
end
end
this:SetChatBarText(fixedText)
previousText = fixedText
end
end
function this:OnChatBarBoundsChanged()
if GetTopBarFlag() then
if this.ChatBarContainer and this.ChatBar then
local currSize = this.ChatBarContainer.Size
if this.ChatBar.Visible and not this.ChatBar.TextFits then
local textBounds = Util.GetStringTextBounds(this.ChatBar.Text, this.ChatBar.Font, this.ChatBar.FontSize, UDim2.new(0, this.ChatBar.AbsoluteSize.X, 0, 1000))
if textBounds.Y <= 36 then
this.ChatBarContainer.Size = UDim2.new(currSize.X.Scale, currSize.X.Offset, currSize.Y.Scale, 58)
else --if currSize.Y.Offset <= 54 then
this.ChatBarContainer.Size = UDim2.new(currSize.X.Scale, currSize.X.Offset, currSize.Y.Scale, 76)
end
elseif this.ChatBar.Visible == false or this.ChatBar.TextBounds.Y <= 18 then
if currSize.Y.Offset ~= 40 then
this.ChatBarContainer.Size = UDim2.new(currSize.X.Scale, currSize.X.Offset, currSize.Y.Scale, 40)
end
elseif this.ChatBar.TextBounds.Y <= 36 then
this.ChatBarContainer.Size = UDim2.new(currSize.X.Scale, currSize.X.Offset, currSize.Y.Scale, 58)
end
end
end
end
function this:GetChatBarText()
return this.ChatBar and this.ChatBar.Text or ""
end
function this:SetChatBarText(newText)
if this.ChatBar and newText ~= this.ChatBar.Text then
this.ChatBar.Text = newText
end
end
function this:GetMessageMode()
return this.MessageMode
end
function this:SetMessageMode(newMessageMode)
newMessageMode = ChatModesDict[newMessageMode]
local chatRecipientText = "[" .. (this.TargetWhisperPlayer and this.TargetWhisperPlayer.Name or "") .. "]"
if this.MessageMode ~= newMessageMode or (newMessageMode == 'Whisper' and this.ChatModeText and chatRecipientText ~= this.ChatModeText.Text) then
if this.ChatModeText then
this.MessageMode = newMessageMode
if newMessageMode == 'Whisper' then
local chatRecipientTextBounds = Util.GetStringTextBounds(chatRecipientText, this.ChatModeText.Font, this.ChatModeText.FontSize)
this.ChatModeText.TextColor3 = this.Settings.WhisperTextColor
this.ChatModeText.Text = chatRecipientText
this.ChatModeText.Size = UDim2.new(0, chatRecipientTextBounds.X, 1, 0)
elseif newMessageMode == 'Team' then
local chatTeamText = '[Team]'
local chatTeamTextBounds = Util.GetStringTextBounds(chatTeamText, this.ChatModeText.Font, this.ChatModeText.FontSize)
this.ChatModeText.TextColor3 = this.Settings.TeamTextColor
this.ChatModeText.Text = "[Team]"
this.ChatModeText.Size = UDim2.new(0, chatTeamTextBounds.X, 1, 0)
else
this.ChatModeText.Text = ""
this.ChatModeText.Size = UDim2.new(0, 0, 1, 0)
end
if this.ChatBar then
local offset = this.ChatModeText.Size.X.Offset + this.ChatModeText.Position.X.Offset
if GetTopBarFlag() then
this.ChatBar.Size = UDim2.new(1, -14 - offset, 1, 0)
this.ChatBar.Position = UDim2.new(0, 7 + offset, 0, 0)
else
this.ChatBar.Size = UDim2.new(1, -offset - 5, 1, 0)
this.ChatBar.Position = UDim2.new(0, offset + 5, 0, 0)
end
end
end
end
end
function this:FocusChatBar()
if this.ChatBar and not chatBarDisabled then
this.ChatBar.Visible = true
this.ChatBar:CaptureFocus()
if self.ClickToChatButton then
self.ClickToChatButton.Visible = false
end
if this.ChatModeText then
this.ChatModeText.Visible = true
end
if Util.IsTouchDevice() then
this:SetMessageMode('All') -- Don't remember message mode on mobile devices
end
-- Update chatbar properties when chatbar is focused
this:OnChatBarBoundsChanged()
if GetTopBarFlag() and this.ChatBarContainer then
if self.ChatBarInnerBackground then
self.ChatBarInnerBackground.BackgroundTransparency = 0
end
end
this.ChatBarGainedFocusEvent:fire()
end
end
function this:SanitizeInput(input)
local sanitizedInput = input
-- Chomp the whitespace at the front and end of the string
-- TODO: maybe only chop off the front space if there are more than a few?
local _, _, capture = string.find(sanitizedInput, "^%s*(.*)%s*$")
sanitizedInput = capture or ""
return sanitizedInput
end
local sentMessageTimeQueue = {}
function this:FloodCheck()
if not GetLuaChatFilteringFlag() then
return false
end
while sentMessageTimeQueue[1] and tick() - sentMessageTimeQueue[1] > FLOOD_CHECK_MESSAGE_INTERVAL do
table.remove(sentMessageTimeQueue, 1)
end
if #sentMessageTimeQueue > FLOOD_CHECK_MESSAGE_COUNT then
return true
end
return false
end
function this:OnChatBarFocusLost(enterPressed)
if self.ChatBar then
self.ChatBar.Visible = false
if enterPressed then
local didMatchSlashCommand = self:ProcessChatBarModes(false)
local cText = self:SanitizeInput(self:GetChatBarText())
if cText ~= "" then
if self:FloodCheck() then -- and not didMatchSlashCommand then
self.ChatBarFloodEvent:fire()
else
-- For now we will let any slash command go through, NOTE: these will show up in bubble-chat
--if not didMatchSlashCommand and string.sub(cText,1,1) == "/" then
-- self.ChatCommandEvent:fire(false, "Unknown", cText)
--else
local currentMessageMode = self:GetMessageMode()
-- {All, Team, Whisper}
if currentMessageMode == 'Team' then
if Player and Player.Neutral == true then
self.ChatErrorEvent:fire("You're not on a team.")
else
pcall(function() PlayersService:TeamChat(cText) end)
end
elseif currentMessageMode == 'Whisper' then
if self.TargetWhisperPlayer then
if self.TargetWhisperPlayer == Player then
self.ChatErrorEvent:fire("You cannot send a whisper to yourself.")
else
pcall(function() PlayersService:WhisperChat(cText, self.TargetWhisperPlayer) end)
end
else
self.ChatErrorEvent:fire("Invalid whisper target.")
end
elseif currentMessageMode == 'All' then
pcall(function() PlayersService:Chat(cText) end)
else
spawn(function() error("ChatScript: Unknown Message Mode of " .. tostring(currentMessageMode)) end)
end
table.insert(sentMessageTimeQueue, tick())
--end
self:SetChatBarText("")
end
end
end
end
if self.ClickToChatButton then
self.ClickToChatButton.Visible = true
-- Fade-back in the text so it doesn't abruptly appear
-- Normally I would like to cancel the old tween but it is so short that it doesn't matter
self.ClickToChatButton.TextTransparency = 1
Util.PropertyTweener(self.ClickToChatButton, 'TextTransparency', 1, 0, 0.25, Util.Linear)
end
if self.ChatModeText then
self.ChatModeText.Visible = false
end
if GetTopBarFlag() and this.ChatBarContainer then
local currSize = this.ChatBarContainer.Size
this.ChatBarContainer.Size = UDim2.new(currSize.X.Scale, currSize.X.Offset, currSize.Y.Scale, 32)
if self.ChatBarInnerBackground then
self.ChatBarInnerBackground.BackgroundTransparency = 0.5
end
end
this.ChatBarChangedConn = Util.DisconnectEvent(this.ChatBarChangedConn)
this.FocusChatBarInputBeganConn = Util.DisconnectEvent(this.FocusChatBarInputBeganConn)
end
local function CreateChatBar()
local chatBarContainer = Util.Create'Frame'
{
Name = 'ChatBarContainer';
Position = UDim2.new(0, 0, 1, 0);
Size = UDim2.new(1, 0, 0, 20);
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 0.25;
BorderSizePixel = 0;
};
if GetTopBarFlag() then
chatBarContainer.BackgroundColor3 = Color3.new(31/255, 31/255, 31/255);
chatBarContainer.BackgroundTransparency = 0.5;
end
local chatBarInnerBackground = Util.Create'Frame'
{
Name = 'InnerBackground';
Position = UDim2.new(0, 7, 0, 5);
Size = UDim2.new(1, -14, 1, -10);
ZIndex = 1;
BackgroundColor3 = Color3.new(209/255, 216/255, 221/255);
BackgroundTransparency = 0.5;
BorderSizePixel = 0;
};
local clickToChatButton = Util.Create'TextButton'
{
Name = 'ClickToChat';
Position = UDim2.new(0,9,0,0);
Size = UDim2.new(1, -9, 1, 0);
BackgroundTransparency = 1;
AutoButtonColor = false;
ZIndex = 3;
Text = 'To chat click here or press "/" key';
TextColor3 = this.Settings.GlobalTextColor;
TextXAlignment = Enum.TextXAlignment.Left;
TextYAlignment = Enum.TextYAlignment.Top;
Font = Enum.Font.SourceSansBold;
FontSize = Enum.FontSize.Size18;
Parent = chatBarContainer;
}
if GetTopBarFlag() then
clickToChatButton.TextWrapped = true;
clickToChatButton.Position = UDim2.new(0, 7, 0, 0);
clickToChatButton.Size = UDim2.new(1, -14, 1, 0);
clickToChatButton.TextYAlignment = Enum.TextYAlignment.Center;
if Util.IsTouchDevice() then
clickToChatButton.Text = "Tap here to chat"
end
end
local chatBar = Util.Create'TextBox'
{
Name = 'ChatBar';
Position = UDim2.new(0, 9, 0, 0);
Size = UDim2.new(1, -9, 1, 0);
Text = "";
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
Active = false;
BackgroundTransparency = 1;
TextXAlignment = Enum.TextXAlignment.Left;
TextYAlignment = Enum.TextYAlignment.Top;
TextColor3 = this.Settings.GlobalTextColor;
Font = Enum.Font.SourceSansBold;
FontSize = Enum.FontSize.Size18;
ClearTextOnFocus = false;
Visible = not Util.IsTouchDevice();
Parent = chatBarContainer;
}
if GetTopBarFlag() then
chatBar.TextWrapped = true;
chatBar.Position = UDim2.new(0, 7, 0, 0);
chatBar.Size = UDim2.new(1, -14, 1, 0);
chatBar.TextYAlignment = Enum.TextYAlignment.Center;
chatBar.Visible = false;
end
local chatModeText = Util.Create'TextButton'
{
Name = 'ChatModeText';
Position = UDim2.new(0, 9, 0, 0);
Size = UDim2.new(1, -9, 1, 0);
AutoButtonColor = false;
BackgroundTransparency = 1;
ZIndex = 2;
Text = '';
TextColor3 = this.Settings.WhisperTextColor;
TextXAlignment = Enum.TextXAlignment.Left;
TextYAlignment = Enum.TextYAlignment.Top;
Font = Enum.Font.SourceSansBold;
FontSize = Enum.FontSize.Size18;
Parent = chatBarContainer;
}
if GetTopBarFlag() then
chatModeText.Position = UDim2.new(0, 7, 0, 0);
chatModeText.Size = UDim2.new(1, -14, 1, 0);
chatModeText.TextYAlignment = Enum.TextYAlignment.Center;
end
if GetTopBarFlag() then
-- If top bar then we have this grey background around text
chatBarInnerBackground.Parent = chatBarContainer;
clickToChatButton.Parent = chatBarInnerBackground;
chatBar.Parent = chatBarInnerBackground;
chatModeText.Parent = chatBarInnerBackground;
end
this.ChatBarContainer = chatBarContainer
this.ChatBarInnerBackground = chatBarInnerBackground
this.ClickToChatButton = clickToChatButton
this.ChatBar = chatBar
this.ChatModeText = chatModeText
this.ChatBarContainer.Parent = GuiRoot
if GetTopBarFlag() then
local function RobloxClientScreenSizeChanged(newSize)
if chatBarContainer then
local chatbarVisible = this.ChatBar and this.ChatBar.Visible
local bubbleChatIsOn = not PlayersService.ClassicChat and PlayersService.BubbleChat
-- Phone
if newSize.X <= PHONE_SCREEN_WIDTH then
chatBarContainer.Size = UDim2.new(0.5, 0,0, chatbarVisible and 40 or 32)
if bubbleChatIsOn then
chatBarContainer.Position = UDim2.new(0, 0, 0, 2)
else
chatBarContainer.Position = UDim2.new(0, 0, 0.5, 2)
end
-- Tablet
elseif newSize.X <= TABLET_SCREEN_WIDTH then
chatBarContainer.Size = UDim2.new(0.4, 0,0, chatbarVisible and 40 or 32)
if bubbleChatIsOn then
chatBarContainer.Position = UDim2.new(0, 0, 0, 2)
else
chatBarContainer.Position = UDim2.new(0, 0, 0.3, 2)
end
-- Desktop
else
chatBarContainer.Size = UDim2.new(0.3, 0,0, chatbarVisible and 40 or 32)
if bubbleChatIsOn then
chatBarContainer.Position = UDim2.new(0, 0, 0, 2)
else
chatBarContainer.Position = UDim2.new(0,0,0.25, 2)
end
end
if Util.IsTouchDevice() then
-- Hide the chatbar on mobile so they can't see it.
chatBarContainer.Position = UDim2.new(0,0,1,20);
end
end
end
GuiRoot.Changed:connect(function(prop) if prop == "AbsoluteSize" and not chatRepositioned then RobloxClientScreenSizeChanged(GuiRoot.AbsoluteSize) end end)
RobloxClientScreenSizeChanged(GuiRoot.AbsoluteSize)
end
end
CreateChatBar()
return this
end
local function CreateChatWindowWidget(settings)
local this = {}
this.Settings = settings
this.Chats = {}
this.BackgroundVisible = false
this.ChatsVisible = false
this.WidgetVisible = false
this.NewUnreadMessage = false
this.MessageCount = 0
this.MessageCountChanged = Util.Signal()
this.FadeInSignal = Util.Signal()
this.FadeOutSignal = Util.Signal()
this.ChatWindowPagingConn = nil
local lastMoveTime = tick()
local lastEnterTime = tick()
local lastLeaveTime = tick()
local lastFadeOutTime = 0
local lastFadeInTime = 0
local lastChatActivity = 0
local FadeLock = false
local chatCoreGuiEnabled = true
local function PointInChatWindow(pt)
local point0 = this.ChatContainer.AbsolutePosition
local point1 = point0 + this.ChatContainer.AbsoluteSize
-- HACK, this is so the "ChatWindow" includes the chatbar box, TODO: refactor the fadeing code to include the chatbar
point1 = point1 + Vector2.new(0, 34)
return point0.X <= pt.X and point1.X >= pt.X and
point0.Y <= pt.Y and point1.Y >= pt.Y
end
function this:IsHovering()
if this.ChatContainer and this.LastMousePosition and self:CalculateVisibility() then
return PointInChatWindow(this.LastMousePosition)
end
return false
end
function this:SetFadeLock(lock)
FadeLock = lock
end
function this:GetFadeLock()
return FadeLock
end
function this:SetCanvasPosition(newCanvasPosition)
if this.ScrollingFrame then
local maxSize = Vector2.new(math.max(0, this.ScrollingFrame.CanvasSize.X.Offset - this.ScrollingFrame.AbsoluteWindowSize.X),
math.max(0, this.ScrollingFrame.CanvasSize.Y.Offset - this.ScrollingFrame.AbsoluteWindowSize.Y))
this.ScrollingFrame.CanvasPosition = Vector2.new(Util.Clamp(0, maxSize.X, newCanvasPosition.X),
Util.Clamp(0, maxSize.Y, newCanvasPosition.Y))
end
end
function this:ScrollToBottom()
if this.ScrollingFrame then
this:SetCanvasPosition(Vector2.new(this.ScrollingFrame.CanvasPosition.X, this.ScrollingFrame.CanvasSize.Y.Offset))
end
end
function this:FadeIn(duration, lockFade)
if not FadeLock then
duration = duration or 0.75
local backgroundTransparency = GetTopBarFlag() and 0.5 or 0.7
-- fade in
if this.BackgroundTweener then
this.BackgroundTweener:Cancel()
end
lastFadeInTime = tick()
lastChatActivity = tick()
this.ScrollingFrame.ScrollingEnabled = true
this.ScrollingFrame.ScrollBarThickness = SCROLLBAR_THICKNESS
this.BackgroundTweener = Util.PropertyTweener(this.ChatContainer, 'BackgroundTransparency', this.ChatContainer.BackgroundTransparency, backgroundTransparency, duration, Util.Linear)
this.BackgroundVisible = true
this:FadeInChats()
this.ChatWindowPagingConn = Util.DisconnectEvent(this.ChatWindowPagingConn)
this.ChatWindowPagingConn = InputService.InputBegan:connect(function(inputObject)
local key = inputObject.KeyCode
if key == Enum.KeyCode.PageUp then
this:SetCanvasPosition(this.ScrollingFrame.CanvasPosition - Vector2.new(0, this.ScrollingFrame.AbsoluteWindowSize.Y))
elseif key == Enum.KeyCode.PageDown then
this:SetCanvasPosition(this.ScrollingFrame.CanvasPosition + Vector2.new(0, this.ScrollingFrame.AbsoluteWindowSize.Y))
elseif key == Enum.KeyCode.Home then
this:SetCanvasPosition(Vector2.new(0, 0))
elseif key == Enum.KeyCode.End then
this:ScrollToBottom()
end
end)
if this.FadeInSignal then
this.FadeInSignal:fire()
end
end
end
function this:FadeOut(duration, unlockFade)
if not FadeLock then
duration = duration or 0.75
-- fade out
if this.BackgroundTweener then
this.BackgroundTweener:Cancel()
end
lastFadeOutTime = tick()
lastChatActivity = tick()
this.ScrollingFrame.ScrollingEnabled = false
this.ScrollingFrame.ScrollBarThickness = 0
this.BackgroundTweener = Util.PropertyTweener(this.ChatContainer, 'BackgroundTransparency', this.ChatContainer.BackgroundTransparency, 1, duration, Util.Linear)
this.BackgroundVisible = false
this.ChatWindowPagingConn = Util.DisconnectEvent(this.ChatWindowPagingConn)
if this.FadeOutSignal then
this.FadeOutSignal:fire()
end
end
end
function this:FadeInChats()
if this.ChatsVisible == true then return end
this.ChatsVisible = true
for index, message in pairs(this.Chats) do
message:FadeIn()
end
end
function this:FadeOutChats()
if this.ChatsVisible == false then return end
this.ChatsVisible = false
if IsPlayerDropDownEnabled and playerDropDown then
playerDropDown:Hide()
end
for index, message in pairs(this.Chats) do
local messageGui = message:GetGui()
local instant = false
if messageGui and this.ScrollingFrame then
-- If the chat is not in the visible frame then don't waste cpu cycles fading it out
if messageGui.AbsolutePosition.Y > (this.ScrollingFrame.AbsolutePosition + this.ScrollingFrame.AbsoluteWindowSize).Y or
messageGui.AbsolutePosition.Y + messageGui.AbsoluteSize.Y < this.ScrollingFrame.AbsolutePosition.Y then
instant = true
end
end
message:FadeOut(instant)
end
end
local ResizeCount = 0
function this:OnResize()
ResizeCount = ResizeCount + 1
local currentResizeCount = ResizeCount
local isScrolledDown = this:IsScrolledDown()
-- Unfortunately there is a race condition so we need this wait here.
wait()
if this.ScrollingFrame then
if currentResizeCount ~= ResizeCount then return end
local scrollingFrameAbsoluteSize = this.ScrollingFrame.AbsoluteWindowSize
if scrollingFrameAbsoluteSize ~= nil and scrollingFrameAbsoluteSize.X > 0 and scrollingFrameAbsoluteSize.Y > 0 then
local ySize = 0
if this.ScrollingFrame then
for index, message in pairs(this.Chats) do
local newHeight = message:OnResize(scrollingFrameAbsoluteSize)
if newHeight then
local chatMessageElement = message:GetGui()
if chatMessageElement then
local chatMessageElementYSize = chatMessageElement.Size.Y.Offset
chatMessageElement.Position = UDim2.new(0, 0, 0, ySize)
ySize = ySize + chatMessageElementYSize
end
end
end
end
if this.MessageContainer and this.ScrollingFrame then
this.MessageContainer.Size = UDim2.new(
this.MessageContainer.Size.X.Scale,
this.MessageContainer.Size.X.Offset,
0,
ySize)
this.MessageContainer.Position = UDim2.new(0, 0, 1, -this.MessageContainer.Size.Y.Offset)
this.ScrollingFrame.CanvasSize = UDim2.new(this.ScrollingFrame.CanvasSize.X.Scale, this.ScrollingFrame.CanvasSize.X.Offset, this.ScrollingFrame.CanvasSize.Y.Scale, ySize)
end
end
this:ScrollToBottom()
end
end
function this:FilterMessage(playerChatType, sendingPlayer, chattedMessage, receivingPlayer)
if chattedMessage and string.sub(chattedMessage, 1, 1) ~= '/' then
return true
end
return false
end
function this:PushMessageIntoQueue(chatMessage, silently)
table.insert(this.Chats, chatMessage)
local isScrolledDown = this:IsScrolledDown()
local chatMessageElement = chatMessage:GetGui()
chatMessageElement.Parent = this.MessageContainer
chatMessage:OnResize()
local ySize = this.MessageContainer.Size.Y.Offset
local chatMessageElementYSize = UDim2.new(0, 0, 0, chatMessageElement.Size.Y.Offset)
if not silently then
this.MessageCount = this.MessageCount + 1
end
chatMessageElement.Position = chatMessageElement.Position + UDim2.new(0, 0, 0, ySize)
this.MessageContainer.Size = this.MessageContainer.Size + chatMessageElementYSize
this.ScrollingFrame.CanvasSize = this.ScrollingFrame.CanvasSize + chatMessageElementYSize
if this.Settings.MaxWindowChatMessages < #this.Chats then
this:RemoveOldestMessage()
end
if isScrolledDown then
this:ScrollToBottom()
elseif not silently then
-- Raise unread message alert!
this.NewUnreadMessage = true
end
if silently then
if this.ChatsVisible == false then
chatMessage:FadeOut(true)
end
else
this:FadeInChats()
lastChatActivity = tick()
this.MessageCountChanged:fire(this.MessageCount)
end
-- NOTE: Sort of hacky, but if we are approaching the max 16 bit size
-- we need to rebase y back to 0 which can be done with the resize function
if ySize > (MAX_UDIM_SIZE / 2) then
self:OnResize()
end
end
function this:AddSystemChatMessage(chattedMessage, silently)
local chatMessage = CreateSystemChatMessage(this.Settings, chattedMessage)
this:PushMessageIntoQueue(chatMessage, silently)
end
local function checkEnum(enumItems, value)
for _, enum in pairs(enumItems) do
if enum.Value == value then
return enum
end
end
return nil
end
-- We only need to copy the top level for the settings table
local function shallowCopy(tableToCopy)
local newTable = {}
for key, value in pairs(tableToCopy) do
newTable[key] = value
end
return newTable
end
function this:AddDeveloperSystemChatMessage(informationTable)
local settings = shallowCopy(this.Settings)
if informationTable["Text"] and type(informationTable["Text"]) == "string" then
if informationTable["Color"] and pcall(function() Color3.new(informationTable["Color"].r, informationTable["Color"].g, informationTable["Color"].b) end) then
settings.DefaultMessageTextColor = informationTable["Color"]
end
if informationTable["Font"] then
local success, value = pcall(function() return checkEnum(Enum.Font:GetEnumItems(), informationTable["Font"].Value) end)
if success and value ~= nil then
settings.Font = value
end
end
if informationTable["FontSize"] then
local success, value = pcall(function() return checkEnum(Enum.FontSize:GetEnumItems(), informationTable["FontSize"].Value) end)
if success and value ~= nil then
settings.FontSize = value
end
end
local chatMessage = CreateSystemChatMessage(settings, informationTable["Text"])
this:PushMessageIntoQueue(chatMessage, false)
end
end
function this:AddChatMessage(playerChatType, sendingPlayer, chattedMessage, receivingPlayer, silently)
local fixedChattedMessage = Util.FilterUnprintableCharacters(chattedMessage)
if this:FilterMessage(playerChatType, sendingPlayer, fixedChattedMessage, receivingPlayer) then
local chatMessage = CreatePlayerChatMessage(this.Settings, playerChatType, sendingPlayer, fixedChattedMessage, receivingPlayer)
this:PushMessageIntoQueue(chatMessage, silently)
end
end
function this:RemoveOldestMessage()
local oldestChat = this.Chats[1]
if oldestChat then
return this:RemoveChatMessage(oldestChat)
end
end
function this:RemoveChatMessage(chatMessage)
if chatMessage then
for index, message in pairs(this.Chats) do
if chatMessage == message then
local guiObj = chatMessage:GetGui()
if guiObj then
local ySize = guiObj.Size.Y.Offset
this.ScrollingFrame.CanvasSize = this.ScrollingFrame.CanvasSize - UDim2.new(0,0,0,ySize)
-- Clamp the canvasposition
this:SetCanvasPosition(this.ScrollingFrame.CanvasPosition)
guiObj.Parent = nil
end
message:Destroy()
return table.remove(this.Chats, index)
end
end
end
end
function this:IsScrolledDown()
if this.ScrollingFrame then
local yCanvasSize = this.ScrollingFrame.CanvasSize.Y.Offset
local yContainerSize = this.ScrollingFrame.AbsoluteWindowSize.Y
local yScrolledPosition = this.ScrollingFrame.CanvasPosition.Y
-- Check if the messages are at the bottom
return yCanvasSize < yContainerSize or
yCanvasSize - yScrolledPosition <= yContainerSize + 5 -- a little wiggle room
end
return false
end
function this:GetMessageCount()
return this.MessageCount
end
function this:CalculateVisibility()
return this.WidgetVisible and ((chatCoreGuiEnabled and PlayersService.ClassicChat) or NON_CORESCRIPT_MODE)
end
function this:ToggleVisibility(visible)
if visible ~= self.WidgetVisible then
self.WidgetVisible = visible
if this.ChatContainer then
this.ChatContainer.Visible = self:CalculateVisibility()
end
end
if NON_CORESCRIPT_MODE then
this.ChatContainer.Visible = true
end
end
function this:CoreGuiChanged(coreGuiType, enabled)
if coreGuiType == Enum.CoreGuiType.Chat or coreGuiType == Enum.CoreGuiType.All then
chatCoreGuiEnabled = enabled
if this.ChatContainer then
this.ChatContainer.Visible = self:CalculateVisibility()
end
end
end
local function CreateChatWindow()
local container = Util.Create'Frame'
{
Name = 'ChatWindowContainer';
Size = UDim2.new(0.3, 0, 0.25, 0);
Position = UDim2.new(0, 8, 0, 37);
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 1;
BorderSizePixel = 0;
};
if GetTopBarFlag() then
container.Position = UDim2.new(0,0,0,37);
container.BackgroundColor3 = Color3.new(31/255, 31/255, 31/255);
end
local scrollingFrame = Util.Create'ScrollingFrame'
{
Name = 'ChatWindow';
Size = UDim2.new(1, -4 - 10, 1, -20);
CanvasSize = UDim2.new(1, -4 - 10, 0, 0);
Position = UDim2.new(0, 10, 0, 10);
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 1;
BottomImage = "ayaasset://textures/ui/scroll-bottom.png";
MidImage = "ayaasset://textures/ui/scroll-middle.png";
TopImage = "ayaasset://textures/ui/scroll-top.png";
ScrollBarThickness = 0;
BorderSizePixel = 0;
ScrollingEnabled = false;
Parent = container;
};
local messageContainer = Util.Create'Frame'
{
Name = 'MessageContainer';
Size = UDim2.new(1, -SCROLLBAR_THICKNESS - 1, 0, 0);
Position = UDim2.new(0, 0, 1, 0);
ZIndex = 1;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 1;
Parent = scrollingFrame
};
-- This is some trickery we are doing to make the first chat messages appear at the bottom and go towards the top.
local function OnChatWindowResize(prop)
if prop == 'AbsoluteSize' then
messageContainer.Position = UDim2.new(0, 0, 1, -messageContainer.Size.Y.Offset)
end
if prop == 'CanvasPosition' then
if this.ScrollingFrame then
if this:IsScrolledDown() then
this.NewUnreadMessage = false
end
end
end
end
container.Changed:connect(function(prop) if prop == 'AbsoluteSize' then this:OnResize() end end)
local function RobloxClientScreenSizeChanged(newSize)
if container then
if GetTopBarFlag() then
container.Position = UDim2.new(0,0,0,2);
end
-- Phone
if newSize.X <= 640 then
container.Size = UDim2.new(0.5,0,0.5,0) - container.Position
-- Tablet
elseif newSize.X <= 1024 then
container.Size = UDim2.new(0.4,0,0.3,0) - container.Position
-- Desktop
else
container.Size = UDim2.new(0.3,0,0.25,0) - container.Position
end
end
end
GuiRoot.Changed:connect(function(prop) if prop == "AbsoluteSize" and not chatRepositioned then RobloxClientScreenSizeChanged(GuiRoot.AbsoluteSize) end end)
RobloxClientScreenSizeChanged(GuiRoot.AbsoluteSize)
messageContainer.Changed:connect(OnChatWindowResize)
scrollingFrame.Changed:connect(OnChatWindowResize)
this.ChatContainer = container
this.ScrollingFrame = scrollingFrame
this.MessageContainer = messageContainer
this.ChatContainer.Parent = GuiRoot
-- It is important to set this to true in NON_CORESCRIPT_MODE because normally the topbar sets
-- the chat window to visible
if NON_CORESCRIPT_MODE then
this:ToggleVisibility(true)
end
--- BACKGROUND FADING CODE ---
-- This is so we don't accidentally fade out when we are scrolling and mess with the scrollbar.
local dontFadeOutOnMouseLeave = false
if Util:IsTouchDevice() then
--if not GetTopBarFlag() then
local touchCount = 0
this.InputBeganConn = InputService.InputBegan:connect(function(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Touch and inputObject.UserInputState == Enum.UserInputState.Begin then
if PointInChatWindow(Vector2.new(inputObject.Position.X, inputObject.Position.Y)) then
touchCount = touchCount + 1
dontFadeOutOnMouseLeave = true
end
end
end)
this.InputEndedConn = InputService.InputEnded:connect(function(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Touch and inputObject.UserInputState == Enum.UserInputState.End then
local endedCount = touchCount
wait(2)
if touchCount == endedCount then
dontFadeOutOnMouseLeave = false
end
end
end)
spawn(function()
local now = tick()
while true do
wait()
now = tick()
if this.BackgroundVisible then
if not dontFadeOutOnMouseLeave then
this:FadeOut(0.25)
end
-- If background is not visible/in-focus
elseif this.ChatsVisible and now > lastChatActivity + MESSAGES_FADE_OUT_TIME then
--if not GetTopBarFlag() then
this:FadeOutChats()
--end
end
end
end)
--end
else
this.LastMousePosition = Vector2.new()
this.MouseEnterFrameConn = this.ChatContainer.MouseEnter:connect(function()
lastEnterTime = tick()
if this.BackgroundTweener and not this.BackgroundTweener:IsFinished() and not this.BackgroundVisible then
this:FadeIn()
end
end)
this.MouseMoveConn = InputService.InputChanged:connect(function(inputObject)
if inputObject.UserInputType == Enum.UserInputType.MouseMovement then
lastMoveTime = tick()
this.LastMousePosition = Vector2.new(inputObject.Position.X, inputObject.Position.Y)
if this.BackgroundTweener and this.BackgroundTweener:GetPercentComplete() < 0.5 and this.BackgroundVisible then
if not dontFadeOutOnMouseLeave then
this:FadeOut()
end
end
end
end)
local clickCount = 0
this.InputBeganConn = InputService.InputBegan:connect(function(inputObject)
if inputObject.UserInputType == Enum.UserInputType.MouseButton1 and inputObject.UserInputState == Enum.UserInputState.Begin then
if PointInChatWindow(Vector2.new(inputObject.Position.X, inputObject.Position.Y)) then
clickCount = clickCount + 1
dontFadeOutOnMouseLeave = true
end
end
end)
this.InputEndedConn = InputService.InputEnded:connect(function(inputObject)
if inputObject.UserInputType == Enum.UserInputType.MouseButton1 and inputObject.UserInputState == Enum.UserInputState.End then
local nowCount = clickCount
wait(1.3)
if nowCount == clickCount then
dontFadeOutOnMouseLeave = false
end
end
end)
-- VIRTUALVERSION CHANGE
GameSettings.Changed:connect(function(prop)
if prop ~= 'VirtualVersion' then return end
this.InputEndedConn:disconnect()
this.InputBeganConn:disconnect()
end)
this.MouseLeaveFrameConn = this.ChatContainer.MouseLeave:connect(function()
lastLeaveTime = tick()
if this.BackgroundTweener and not this.BackgroundTweener:IsFinished() and this.BackgroundVisible then
if not dontFadeOutOnMouseLeave then
this:FadeOut()
end
end
end)
spawn(function()
while true do
wait()
local now = tick()
if this:IsHovering() then
if now - lastMoveTime > 1.3 and not this.BackgroundVisible then
this:FadeIn()
end
else -- not this:IsHovering()
if this.BackgroundVisible then
if not dontFadeOutOnMouseLeave then
this:FadeOut(0.25)
end
-- If background is not visible/in-focus
elseif this.ChatsVisible and now > lastChatActivity + MESSAGES_FADE_OUT_TIME then
--if not GetTopBarFlag() then
this:FadeOutChats()
--end
end
end
end
end)
end
--- END OF BACKGROUND FADING CODE ---
end
CreateChatWindow()
return this
end
local function CreateChat()
local this = {}
this.Settings =
{
GlobalTextColor = GetTopBarFlag() and Color3.new(112/255, 110/255, 106/255) or Color3.new(255/255, 255/255, 243/255);
WhisperTextColor = GetTopBarFlag() and Color3.new(77/255, 139/255, 255/255) or Color3.new(77/255, 139/255, 255/255);
TeamTextColor = Color3.new(230/255, 207/255, 0);
DefaultMessageTextColor = Color3.new(255/255, 255/255, 243/255);
AdminTextColor = Color3.new(1, 215/255, 0);
TextStrokeTransparency = 0.75;
TextStrokeColor = Color3.new(34/255,34/255,34/255);
Font = Enum.Font.SourceSansBold;
SmallScreenFontSize = Enum.FontSize.Size14;
FontSize = Enum.FontSize.Size18;
MaxWindowChatMessages = 50;
MaxCharactersInMessage = 140;
}
this.CurrentWindowMessageCountChanged = nil
this.VisibilityStateChanged = Util.Signal()
this.ChatBarFocusChanged = Util.Signal()
this.Visible = false
function this:CoreGuiChanged(coreGuiType, enabled)
enabled = enabled and topbarEnabled
if coreGuiType == Enum.CoreGuiType.Chat or coreGuiType == Enum.CoreGuiType.All then
if not GetTopBarFlag() then
if Util:IsTouchDevice() then
Util.SetGUIInsetBounds(0, 0)
else
if enabled and this.ChatBarWidget then
-- Reserve bottom 20 pixels for our chat bar
Util.SetGUIInsetBounds(0, 20)
else
Util.SetGUIInsetBounds(0, 0)
end
end
end
if GetTopBarFlag() then
if enabled then
pcall(function()
self.SpecialKeyPressedConn = Util.DisconnectEvent(self.SpecialKeyPressedConn)
GuiService:AddSpecialKey(Enum.SpecialKey.ChatHotkey)
self.SpecialKeyPressedConn = GuiService.SpecialKeyPressed:connect(function(key)
if key == Enum.SpecialKey.ChatHotkey then
if self.Visible == false then
self:ToggleVisibility()
end
if self.ChatBarWidget then
self.ChatBarWidget:FocusChatBar()
end
end
end)
end)
else
pcall(function() GuiService:RemoveSpecialKey(Enum.SpecialKey.ChatHotkey) end)
self.SpecialKeyPressedConn = Util.DisconnectEvent(self.SpecialKeyPressedConn)
end
end
if this.MobileChatButton then
if enabled == true then
this.MobileChatButton.Parent = GuiRoot
-- we need to set it to be visible in-case we missed a lost focus event while chat was turned off.
this.MobileChatButton.Visible = true
else
this.MobileChatButton.Parent = nil
end
end
end
if this.ChatWindowWidget then
this.ChatWindowWidget:CoreGuiChanged(coreGuiType, enabled)
end
if this.ChatBarWidget then
this.ChatBarWidget:CoreGuiChanged(coreGuiType, enabled)
end
end
-- This event has 4 callback arguments
-- Enum.PlayerChatType.{All|Team|Whisper}, chatPlayer, message, targetPlayer
function this:OnPlayerChatted(playerChatType, sendingPlayer, chattedMessage, receivingPlayer)
if this.ChatWindowWidget then
-- Don't add messages from blocked players, don't show message if is a debug command
local isDebugCommand = false
pcall(function()
if sendingPlayer == PlayersService.LocalPlayer then
isDebugCommand = game:GetService("GuiService"):ShowStatsBasedOnInputString(chattedMessage)
end
end)
if not (this:IsPlayerBlocked(sendingPlayer) or this:IsPlayerMuted(sendingPlayer) or isDebugCommand) then
this.ChatWindowWidget:AddChatMessage(playerChatType, sendingPlayer, chattedMessage, receivingPlayer)
end
end
end
function this:OnPlayerAdded(newPlayer)
if newPlayer then
spawn(function() Util.IsPlayerAdminAsync(newPlayer) end)
end
if NON_CORESCRIPT_MODE then
newPlayer.Chatted:connect(function(msg, recipient)
this:OnPlayerChatted(Enum.PlayerChatType.All, newPlayer, msg, recipient)
end)
else
this.PlayerChattedConn = Util.DisconnectEvent(this.PlayerChattedConn)
this.PlayerChattedConn = PlayersService.PlayerChatted:connect(function(...)
this:OnPlayerChatted(...)
end)
end
end
function this:IsPlayerBlocked(player)
if blockingUtility then
return player and blockingUtility:IsPlayerBlockedByUserId(player.userId)
else
return false
end
end
function this:BlockPlayerAsync(playerToBlock)
if playerToBlock and Player ~= playerToBlock then
local blockUserId = playerToBlock.userId
local playerToBlockName = playerToBlock.Name
if blockUserId > 0 then
if not this:IsPlayerBlocked(playerToBlock) then
if blockingUtility then
blockingUtility:BlockPlayerAsync(playerToBlock)
this.ChatWindowWidget:AddSystemChatMessage(playerToBlockName .. " is now blocked.")
end
else
this.ChatWindowWidget:AddSystemChatMessage(playerToBlockName .. " is already blocked.")
end
else
this.ChatWindowWidget:AddSystemChatMessage("You cannot block guests.")
end
else
this.ChatWindowWidget:AddSystemChatMessage("You cannot block yourself.")
end
end
function this:UnblockPlayerAsync(playerToUnblock)
if playerToUnblock then
local unblockUserId = playerToUnblock.userId
local playerToUnblockName = playerToUnblock.Name
if this:IsPlayerBlocked(playerToUnblock) then
if blockingUtility then
this.ChatWindowWidget:AddSystemChatMessage(playerToUnblockName .. " is no longer blocked.")
blockingUtility:UnblockPlayerAsync(playerToUnblock)
end
else
this.ChatWindowWidget:AddSystemChatMessage(playerToUnblockName .. " is not blocked.")
end
end
end
function this:IsPlayerMuted(player)
if blockingUtility then
return player and blockingUtility:IsPlayerMutedByUserId(player.userId)
else
return false
end
end
function this:MutePlayer(playerToMute)
if playerToMute and playerToMute ~= Player then
if playerToMute.UserId > 0 then
if not this:IsPlayerMuted(playerToMute) then
if blockingUtility then
blockingUtility:MutePlayer(playerToMute)
this.ChatWindowWidget:AddSystemChatMessage(playerToMute.Name .. " is now muted.")
end
else
this.ChatWindowWidget:AddSystemChatMessage(playerToMute.Name .. " is already muted.")
end
else
this.ChatWindowWidget:AddSystemChatMessage("You cannot mute guests.")
end
else
this.ChatWindowWidget:AddSystemChatMessage("You cannot mute yourself.")
end
end
function this:UnmutePlayer(playerToUnmute)
if playerToUnmute then
if this:IsPlayerMuted(playerToUnmute) then
if blockingUtility then
blockingUtility:UnmutePlayer(playerToUnmute)
this.ChatWindowWidget:AddSystemChatMessage(playerToUnmute.Name .. " is no longer muted.")
end
else
this.ChatWindowWidget:AddSystemChatMessage(playerToUnmute.Name .. " is not muted.")
end
end
end
function this:CreateTouchDeviceChatButton()
return Util.Create'ImageButton'
{
Name = 'TouchDeviceChatButton';
Size = UDim2.new(0, 128, 0, 32);
Position = UDim2.new(0, 88, 0, 0);
BackgroundTransparency = 1.0;
Image = 'https://assetdelivery.roblox.com/v1/asset?id=97078724';
};
end
function this:PrintWelcome()
if this.ChatWindowWidget then
if Util.IsTouchDevice() then
this.ChatWindowWidget:AddSystemChatMessage("Please press the '...' icon to chat", true)
end
this.ChatWindowWidget:AddSystemChatMessage("Please chat '/?' for a list of commands", true)
end
end
function this:PrintHelp()
if this.ChatWindowWidget then
this.ChatWindowWidget:AddSystemChatMessage("Help Menu")
this.ChatWindowWidget:AddSystemChatMessage("Chat Commands:")
this.ChatWindowWidget:AddSystemChatMessage("/w [PlayerName] or /whisper [PlayerName] - Whisper Chat")
this.ChatWindowWidget:AddSystemChatMessage("/t or /team - Team Chat")
this.ChatWindowWidget:AddSystemChatMessage("/a or /all - All Chat")
this.ChatWindowWidget:AddSystemChatMessage("/block [PlayerName] - Block communications from Target Player")
this.ChatWindowWidget:AddSystemChatMessage("/unblock [PlayerName] - Restore communications with Target Player")
this.ChatWindowWidget:AddSystemChatMessage("/mute [PlayerName] - Mute in-game communications from Target Player")
this.ChatWindowWidget:AddSystemChatMessage("/unmute [PlayerName] - Restore in-game communications with Target Player")
end
end
local focusCount = 0
function this:CreateGUI()
if FORCE_CHAT_GUI or Player.ChatMode == Enum.ChatMode.TextAndMenu and
game:GetService("UserInputService"):GetPlatform() ~= Enum.Platform.XBoxOne
then
-- NOTE: eventually we will make multiple chat window frames
this.ChatWindowWidget = CreateChatWindowWidget(this.Settings)
this.ChatBarWidget = CreateChatBarWidget(this.Settings)
this.CurrentWindowMessageCountChanged = this.ChatWindowWidget.MessageCountChanged
if GetTopBarFlag() then
this.ChatWindowWidget.FadeInSignal:connect(function()
this.ChatBarWidget:FadeIn()
end)
this.ChatWindowWidget.FadeOutSignal:connect(function()
this.ChatBarWidget:FadeOut()
end)
end
--if not GetTopBarFlag() then
this.ChatWindowWidget:FadeOut(0)
this.ChatBarWidget.ChatBarGainedFocusEvent:connect(function()
focusCount = focusCount + 1
this.ChatWindowWidget:FadeIn(0.25)
this.ChatWindowWidget:SetFadeLock(true)
this.ChatBarFocusChanged:fire(true)
end)
this.ChatBarWidget.ChatBarLostFocusEvent:connect(function()
local focusNow = focusCount
if Util:IsTouchDevice() then
delay(2, function()
if focusNow == focusCount then
this.ChatWindowWidget:SetFadeLock(false)
end
end)
else
this.ChatWindowWidget:SetFadeLock(false)
end
this.ChatBarFocusChanged:fire(false)
end)
this.ChatBarWidget.ChatBarFloodEvent:connect(function()
if this.ChatWindowWidget then
this.ChatWindowWidget:AddSystemChatMessage("Wait before sending another message.")
end
end)
--else
-- this.ChatWindowWidget:FadeIn(0)
--end
this.ChatBarWidget.ChatErrorEvent:connect(function(msg)
if msg then
this.ChatWindowWidget:AddSystemChatMessage(msg)
end
end)
this.ChatBarWidget.ChatCommandEvent:connect(function(success, actionType, capture)
if actionType == "Help" then
this:PrintHelp()
elseif actionType == "Block" then
local blockPlayerName = capture and tostring(capture) or ""
local playerToBlock = Util.GetPlayerByName(blockPlayerName)
if playerToBlock then
spawn(function() this:BlockPlayerAsync(playerToBlock) end)
else
this.ChatWindowWidget:AddSystemChatMessage("Cannot block " .. blockPlayerName .. " because they are not in the game.")
end
elseif actionType == "Unblock" then
local unblockPlayerName = capture and tostring(capture) or ""
local playerToBlock = Util.GetPlayerByName(unblockPlayerName)
if playerToBlock then
spawn(function() this:UnblockPlayerAsync(playerToBlock) end)
else
this.ChatWindowWidget:AddSystemChatMessage("Cannot unblock " .. unblockPlayerName .. " because they are not in the game.")
end
elseif actionType == "Mute" then
local mutePlayerName = capture and tostring(capture) or ""
local playerToMute = Util.GetPlayerByName(mutePlayerName)
if playerToMute then
this:MutePlayer(playerToMute)
else
this.ChatWindowWidget:AddSystemChatMessage("Cannot mute " .. mutePlayerName .. " because they are not in the game.")
end
elseif actionType == "Unmute" then
local unmutePlayerName = capture and tostring(capture) or ""
local playerToUnmute = Util.GetPlayerByName(unmutePlayerName)
if playerToUnmute then
this:UnmutePlayer(playerToUnmute)
else
this.ChatWindowWidget:AddSystemChatMessage("Cannot unmute " .. unmutePlayerName .. " because they are not in the game.")
end
elseif actionType == "Whisper" then
if success == false then
local playerName = capture and tostring(capture) or "Unknown"
this.ChatWindowWidget:AddSystemChatMessage("Unable to Send a Whisper to Player: " .. playerName)
end
elseif actionType == "Unknown" then
if success == false then
local commandText = capture and tostring(capture) or "Unknown"
this.ChatWindowWidget:AddSystemChatMessage("Invalid Slash Command: " .. commandText)
end
end
end)
if Util.IsTouchDevice() and not GetTopBarFlag() then
local mobileChatButton = this:CreateTouchDeviceChatButton()
if StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Chat) then
mobileChatButton.Parent = GuiRoot
end
mobileChatButton.TouchTap:connect(function()
mobileChatButton.Visible = false
if this.ChatBarWidget then
this.ChatBarWidget:FocusChatBar()
end
end)
this.ChatBarWidget.ChatBarLostFocusEvent:connect(function()
mobileChatButton.Visible = true
end)
this.MobileChatButton = mobileChatButton
end
end
end
local toggleCount = 0
local function SetVisbility(newVisibility)
this.Visible = newVisibility
if this.ChatWindowWidget then
this.ChatWindowWidget:ToggleVisibility(this.Visible)
if this.Visible then
toggleCount = toggleCount + 1
local thisToggle = toggleCount
local thisFocusCount = focusCount
this.ChatWindowWidget:FadeIn()
this.ChatWindowWidget:SetFadeLock(true)
delay(5, function()
if thisToggle == toggleCount and thisFocusCount == focusCount then
this.ChatWindowWidget:SetFadeLock(false)
end
end)
end
end
if this.ChatBarWidget then
this.ChatBarWidget:ToggleVisibility(this.Visible)
if this.Visible then
this.ChatBarWidget:FadeIn()
end
end
if IsPlayerDropDownEnabled and playerDropDown then
if not this.Visible then
playerDropDown:Hide()
end
end
this.VisibilityStateChanged:fire(this.Visible)
end
function this:ToggleVisibility()
SetVisbility(not self.Visible)
end
function this:FocusChatBar()
if self.ChatBarWidget and this.Visible then
self.ChatBarWidget:FocusChatBar()
end
end
function this:GetCurrentWindowMessageCount()
if this.ChatWindowWidget then
return this.ChatWindowWidget:GetMessageCount()
end
return 0
end
function this:TopbarEnabledChanged(enabled)
topbarEnabled = enabled
-- Update coregui to reflect new topbar status
self:CoreGuiChanged(Enum.CoreGuiType.Chat, StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Chat))
end
function this:Initialize()
--[[ Developer Customization API ]]--
if not NON_CORESCRIPT_MODE then
game:WaitForChild("StarterGui"):RegisterSetCore("ChatMakeSystemMessage", function(informationTable)
if this.ChatWindowWidget then
this.ChatWindowWidget:AddDeveloperSystemChatMessage(informationTable)
end
end)
local function isUDim2Value(value)
local success, value = pcall(function() return UDim2.new(value.X.Scale, value.X.Offset, value.Y.Scale, value.Y.Offset) end)
return success and value or nil
end
local function isBubbleChatOn()
return not PlayersService.ClassicChat and PlayersService.BubbleChat
end
if allowMoveChat then
game.StarterGui:RegisterSetCore("ChatWindowPosition", function(value)
if this.ChatWindowWidget and this.ChatBarWidget then
value = isUDim2Value(value)
if value ~= nil and not isBubbleChatOn() then
chatRepositioned = true -- Prevent chat from moving back to the original position on screen resolution change
this.ChatWindowWidget.ChatContainer.Position = value
this.ChatBarWidget.ChatBarContainer.Position = value + UDim2.new(0, 0, this.ChatWindowWidget.ChatContainer.Size.Y.Scale, this.ChatWindowWidget.ChatContainer.Size.Y.Offset + 2)
end
end
end)
game.StarterGui:RegisterSetCore("ChatWindowSize", function(value)
if this.ChatWindowWidget and this.ChatBarWidget then
value = isUDim2Value(value)
if value ~= nil and not isBubbleChatOn() then
chatRepositioned = true
this.ChatWindowWidget.ChatContainer.Size = value
this.ChatBarWidget.ChatBarContainer.Size = UDim2.new(this.ChatWindowWidget.ChatContainer.Size.X.Scale, this.ChatWindowWidget.ChatContainer.Size.X.Offset, this.ChatBarWidget.ChatBarContainer.Size.Y.Scale, this.ChatBarWidget.ChatBarContainer.Size.Y.Offset)
this.ChatBarWidget.ChatBarContainer.Position = this.ChatWindowWidget.ChatContainer.Position + UDim2.new(0, 0, this.ChatWindowWidget.ChatContainer.Size.Y.Scale, this.ChatWindowWidget.ChatContainer.Size.Y.Offset + 2)
end
end
end)
else
game.StarterGui:RegisterSetCore("ChatWindowPosition", function() end)
game.StarterGui:RegisterSetCore("ChatWindowSize", function() end)
end
game.StarterGui:RegisterGetCore("ChatWindowPosition", function()
if this.ChatWindowWidget then
return this.ChatWindowWidget.ChatContainer.Position
else
return nil
end
end)
game.StarterGui:RegisterGetCore("ChatWindowSize", function()
if this.ChatWindowWidget then
return this.ChatWindowWidget.ChatContainer.Size
else
return nil
end
end)
if allowDisableChatBar then
game.StarterGui:RegisterSetCore("ChatBarDisabled", function(value)
if this.ChatBarWidget then
if type(value) == "boolean" then
chatBarDisabled = value
if value == true then
this.ChatBarWidget:ToggleVisibility(false)
end
end
end
end)
else
game.StarterGui:RegisterSetCore("ChatBarDisabled", function() end)
end
game.StarterGui:RegisterGetCore("ChatBarDisabled", function() return chatBarDisabled end)
end
this:OnPlayerAdded(Player)
-- Upsettingly, it seems everytime a player is added, you have to redo the connection
-- NOTE: PlayerAdded only fires on the server, hence ChildAdded is used here
PlayersService.ChildAdded:connect(function(child)
if child:IsA('Player') then
this:OnPlayerAdded(child)
end
end)
this:CreateGUI()
this:CoreGuiChanged(Enum.CoreGuiType.Chat, StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Chat))
this.CoreGuiChangedConn = Util.DisconnectEvent(this.CoreGuiChangedConn)
pcall(function()
this.CoreGuiChangedConn = StarterGui.CoreGuiChangedSignal:connect(
function(coreGuiType,enabled)
this:CoreGuiChanged(coreGuiType, enabled)
end)
end)
if not NON_CORESCRIPT_MODE then
this:PrintWelcome()
end
--SetVisbility(true)
end
return this
end
local moduleApiTable = {}
-- Main Entry Point
do
local ChatInstance = CreateChat()
ChatInstance:Initialize()
function moduleApiTable:ToggleVisibility()
ChatInstance:ToggleVisibility()
end
function moduleApiTable:FocusChatBar()
ChatInstance:FocusChatBar()
end
function moduleApiTable:GetVisibility()
return ChatInstance.Visible
end
function moduleApiTable:GetMessageCount()
return ChatInstance:GetCurrentWindowMessageCount()
end
function moduleApiTable:TopbarEnabledChanged(...)
return ChatInstance:TopbarEnabledChanged(...)
end
moduleApiTable.ChatBarFocusChanged = ChatInstance.ChatBarFocusChanged
moduleApiTable.VisibilityStateChanged = ChatInstance.VisibilityStateChanged
moduleApiTable.MessagesChanged = ChatInstance.CurrentWindowMessageCountChanged
end
return moduleApiTable