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watrabi
2025-09-18 17:55:52 -04:00
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--[[
//FileName: ChatScript.LUA
//Written by: Sorcus
//Description: Code for lua side chat on ROBLOX. Supports Scrolling.
//NOTE: If you find any bugs or inaccuracies PM Sorcus on ROBLOX or @Canavus on Twitter
]]
local forceChatGUI = false
-- Utility functions + Globals
local function WaitForChild(parent, childName)
while parent:FindFirstChild(childName) == nil do
parent.ChildAdded:wait(0.03)
end
return parent[childName]
end
local function typedef(obj)
return obj
end
local function IsPhone()
local cGui = Game:GetService('CoreGui')
local rGui = WaitForChild(cGui, 'RobloxGui')
if rGui.AbsoluteSize.Y < 600 then
return true
end
return false
end
-- Users can use enough white spaces to spoof chatting as other players
-- This function removes trailing and leading white spaces
-- AFAIK, there is no reason for spam white spaces
local function StringTrim(str,nstr)
-- %s+ stands whitespaces
-- We yank out any whitespaces at the begin and end of the string
-- After that, we put a tab behind newlines
-- That way people can't fake messages on a new line
return str:match("^%s*(.-)%s*$"):gsub("\n","\n"..nstr)
end
while Game:GetService("Players").LocalPlayer == nil do wait(0.03) end
local Player = Game:GetService("Players").LocalPlayer
while Player.Character == nil do wait(0.03) end
local RbxUtility = LoadLibrary('RbxUtility')
local Gui = typedef(RbxUtility)
local Camera = Game:GetService("Workspace").CurrentCamera
-- Services
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")
-- Lua Enums
local Enums do
Enums = {}
local EnumName = {} -- used as unique key for enum name
local enum_mt = {
__call = function(self,value)
return self[value] or self[tonumber(value)]
end;
__index = {
GetEnumItems = function(self)
local t = {}
for i,item in pairs(self) do
if type(i) == 'number' then
t[#t+1] = item
end
end
table.sort(t,function(a,b) return a.Value < b.Value end)
return t
end;
};
__tostring = function(self)
return "Enum." .. self[EnumName]
end;
}
local item_mt = {
__call = function(self,value)
return value == self or value == self.Name or value == self.Value
end;
__tostring = function(self)
return "Enum." .. self[EnumName] .. "." .. self.Name
end;
}
function CreateEnum(enumName)
return function(t)
local e = {[EnumName] = enumName}
for i,name in pairs(t) do
local item = setmetatable({Name=name,Value=i,Enum=e,[EnumName]=enumName},item_mt)
e[i] = item
e[name] = item
e[item] = item
end
Enums[enumName] = e
return setmetatable(e, enum_mt)
end
end
end
---------------------------------------------------
------------------ Input class --------------------
local Input = {
Mouse = Player:GetMouse(),
Speed = 0,
Simulating = false,
Configuration = {
DefaultSpeed = 1
},
UserIsScrolling = false
}
---------------------------------------------------
------------------ Chat class --------------------
local Chat = {
ChatColors = {
BrickColor.new("Bright red"),
BrickColor.new("Bright blue"),
BrickColor.new("Earth green"),
BrickColor.new("Bright violet"),
BrickColor.new("Bright orange"),
BrickColor.new("Bright yellow"),
BrickColor.new("Light reddish violet"),
BrickColor.new("Brick yellow"),
},
Gui = nil,
Frame = nil,
RenderFrame = nil,
TapToChatLabel = nil,
ClickToChatButton = nil,
ScrollingLock = false,
EventListener = nil,
-- This is actually a ring buffer
-- Meaning at hitting the historyLength it wraps around
-- Reuses the text objects, so chat atmost uses 100 text objects
MessageQueue = {},
-- Stores all the values for configuring chat
Configuration = {
FontSize = Enum.FontSize.Size18, -- 10 is good
-- Also change this when you are changing the above, this is suboptimal but so is our interface to find FontSize
NumFontSize = 12,
HistoryLength = 20, -- stores up to 50 of the last chat messages for you to scroll through,
Size = UDim2.new(0.38, 0, 0.20, 0),
MessageColor = Color3.new(1, 1, 1),
AdminMessageColor = Color3.new(1, 215/255, 0),
XScale = 0.025,
LifeTime = 45,
Position = UDim2.new(0, 2, 0.05, 0),
DefaultTweenSpeed = 0.15,
HaltTime = 1/15, -- Why would people need to be chatting faster than every 1/15th of a second?
},
PreviousMessage = tick(), -- Timestamp of previous message
-- This could be redone by just using the previous and next fields of the Queue
-- But the iterators cause issues, will be optimized later
SlotPositions_List = {},
-- To precompute and store all player null strings since its an expensive process
CachedSpaceStrings_List = {},
MouseOnFrame = false,
GotFocus = false,
Messages_List = {},
MessageThread = nil,
Admins_List = {
'watrbx', 'watrabi', 'VMware', 'Frantic', 'SolidSoirb', 'MugMan', 'Sword',
},
TempSpaceLabel = nil
}
---------------------------------------------------
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%8
end
function Chat:ComputeChatColor(pName)
return self.ChatColors[GetNameValue(pName) + 1].Color
end
-- This is context based scrolling
function Chat:EnableScrolling(toggle)
-- Genius idea gone to fail, if we switch the camera type we can effectively lock the
-- camera and do no click scrolling
self.MouseOnFrame = false
if self.RenderFrame then
self.RenderFrame.MouseEnter:connect(function()
local character = Player.Character
local torso = WaitForChild(character, 'Torso')
local humanoid = WaitForChild(character, 'Humanoid')
local head = WaitForChild(character, 'Head')
if toggle then
self.MouseOnFrame = true
Camera.CameraType = 'Scriptable'
-- Get relative position of camera and keep to it
Spawn(function()
local currentRelativePos = Camera.CoordinateFrame.p - torso.Position
while Chat.MouseOnFrame do
Camera.CoordinateFrame = CFrame.new(torso.Position + currentRelativePos, head.Position)
wait(0.015)
end
end)
end
end)
self.RenderFrame.MouseLeave:connect(function()
Camera.CameraType = 'Custom'
self.MouseOnFrame = false
end)
end
end
-- TODO: Scrolling using Mouse wheel
function Chat:OnScroll(speed)
if self.MouseOnFrame then
--
end
end
-- Check if we are running on a touch device
function Chat:IsTouchDevice()
local touchEnabled = false
pcall(function() touchEnabled = inputService.TouchEnabled end)
return touchEnabled
end
-- Scrolling
function Chat:ScrollQueue(value)
--[[for i = 1, #self.MessageQueue do
if self.MessageQueue[i] then
for _, label in pairs(self.MessageQueue[i]) do
local next = self.MessageQueue[i].Next
local previous = self.MessageQueue[i].Previous
if label and label:IsA('TextLabel') or label:IsA('TextButton') then
if value > 0 and previous and previous['Message'] then
label.Position = previous['Message'].Position
elseif value < 1 and next['Message'] then
label.Position = previous['Message'].Position
end
end
end
end
end ]]
end
-- Handles the rendering of the text objects in their appropriate places
function Chat:UpdateQueue(field, diff)
-- Have to do some sort of correction here
for i = #self.MessageQueue, 1, -1 do
if self.MessageQueue[i] then
for _, label in pairs(self.MessageQueue[i]) do
if label and type(label) ~= 'table' and type(label) ~= 'number' then
if label:IsA('TextLabel') or label:IsA('TextButton') or label:IsA('ImageLabel') then
if diff then
label.Position = label.Position - UDim2.new(0, 0, diff, 0)
else
local yOffset = 0
local xOffset = 20
if label:IsA('ImageLabel') then
yOffset = 4
xOffset = 0
end
if field == self.MessageQueue[i] then
label.Position = UDim2.new(self.Configuration.XScale, xOffset, label.Position.Y.Scale - field['Message'].Size.Y.Scale , yOffset)
-- Just to show up popping effect for the latest message in chat
if label:IsA('TextLabel') or label:IsA('TextButton') then
Spawn(function()
wait(0.05)
while label.TextTransparency > 0 do
label.TextTransparency = label.TextTransparency - 0.2
wait(0.03)
end
if label == field['Message'] then
label.TextStrokeTransparency = 0.6
else
label.TextStrokeTransparency = 1.0
end
end)
else
Spawn(function()
wait(0.05)
while label.ImageTransparency > 0 do
label.ImageTransparency = label.ImageTransparency - 0.2
wait(0.03)
end
end)
end
else
label.Position = UDim2.new(self.Configuration.XScale, xOffset, label.Position.Y.Scale - field['Message'].Size.Y.Scale, yOffset)
end
if label.Position.Y.Scale < -0.01 then
-- NOTE: Remove this fix when Textbounds is fixed
label.Visible = false
label:Destroy()
end
end
end
end
end
end
end
end
function Chat:CreateScrollBar()
-- Code for scrolling is in here, partially, but scroll bar drawing isn't drawn
-- TODO: Implement
end
-- For scrolling, to see if we hit the bounds so that we can stop it from scrolling anymore
function Chat:CheckIfInBounds(value)
if #Chat.MessageQueue < 3 then
return true
end
if value > 0 and Chat.MessageQueue[1] and Chat.MessageQueue[1]['Player'] and Chat.MessageQueue[1]['Player'].Position.Y.Scale == 0 then
return true
elseif value < 0 and Chat.MessageQueue[1] and Chat.MessageQueue[1]['Player'] and Chat.MessageQueue[1]['Player'].Position.Y.Scale < 0 then
return true
else
return false
end
return false
end
-- This is to precompute all playerName space strings
-- This is used to offset the message by exactly this + 2 spacestrings
function Chat:ComputeSpaceString(pLabel)
local nString = " "
if not self.TempSpaceLabel then
self.TempSpaceLabel = Gui.Create'TextButton'
{
Size = UDim2.new(0, pLabel.AbsoluteSize.X, 0, pLabel.AbsoluteSize.Y);
FontSize = self.Configuration.FontSize;
Parent = self.RenderFrame;
BackgroundTransparency = 1.0;
Text = nString;
Name = 'SpaceButton'
};
else
self.TempSpaceLabel.Text = nString
end
while self.TempSpaceLabel.TextBounds.X < pLabel.TextBounds.X do
nString = nString .. " "
self.TempSpaceLabel.Text = nString
end
nString = nString .. " "
self.CachedSpaceStrings_List[pLabel.Text] = nString
self.TempSpaceLabel.Text = ""
return nString
end
-- When the playerChatted event fires
-- The message is what the player chatted
function Chat:UpdateChat(cPlayer, message)
local messageField = {
['Player'] = cPlayer,
['Message'] = message
}
if coroutine.status(Chat.MessageThread) == 'dead' then
--Chat.Messages_List = {}
table.insert(Chat.Messages_List, messageField)
Chat.MessageThread = coroutine.create(function()
for i = 1, #Chat.Messages_List do
local field = Chat.Messages_List[i]
Chat:CreateMessage(field['Player'], field['Message'])
end
Chat.Messages_List = {}
end)
coroutine.resume(Chat.MessageThread)
else
table.insert(Chat.Messages_List, messageField)
end
end
function Chat:RecalculateSpacing()
--[[for i = 1, #self.MessageQueue do
local pLabel = self.MessageQueue[i]['Player']
local mLabel = self.MessageQueue[i]['Message']
local prevYScale = mLabel.Size.Y.Scale
local prevText = mLabel.Text
mLabel.Text = prevText
local heightField = mLabel.TextBounds.Y
mLabel.Size = UDim2.new(1, 0, heightField/self.RenderFrame.AbsoluteSize.Y, 0)
pLabel.Size = mLabel.Size
local diff = mLabel.Size.Y.Scale - prevYScale
Chat:UpdateQueue(self.MessageQueue[i], diff)
end ]]
end
function Chat:ApplyFilter(str)
--[[for _, word in pair(self.Filter_List) do
if string.find(str, word) then
str:gsub(word, '@#$^')
end
end ]]
end
-- NOTE: Temporarily disabled ring buffer to allow for chat to always wrap around
function Chat:CreateMessage(cPlayer, message)
local pName
if not cPlayer then
pName = ''
else
pName = cPlayer.Name
end
local pLabel,mLabel
-- Our history stores upto 50 messages that is 100 textlabels
-- If we ever hit the mark, which would be in every popular game btw
-- we wrap around and reuse the labels
if #self.MessageQueue > self.Configuration.HistoryLength then
--[[pLabel = self.MessageQueue[#self.MessageQueue]['Player']
mLabel = self.MessageQueue[#self.MessageQueue]['Message']
pLabel.Text = pName .. ':'
pLabel.Name = pName
local pColor
if cPlayer.Neutral then
pLabel.TextColor3 = Chat:ComputeChatColor(pName)
else
pLabel.TextColor3 = cPlayer.TeamColor.Color
end
local nString
if not self.CachedSpaceStrings_List[pName] then
nString = Chat:ComputeSpaceString(pLabel)
else
nString = self.CachedSpaceStrings_List[pName]
end
mLabel.Text = ""
mLabel.Name = pName .. " - message"
mLabel.Text = nString .. message;
mLabel.Parent = nil
mLabel.Parent = self.RenderFrame
mLabel.Position = UDim2.new(0, 0, 1, 0);
pLabel.Position = UDim2.new(0, 0, 1, 0);]]
-- Reinserted at the beginning, ring buffer
self.MessageQueue[#self.MessageQueue] = nil
end
--else
-- Haven't hit the mark yet, so keep creating
local nString = ""
pLabel = Gui.Create'ImageLabel'
{
Name = pName;
Parent = self.RenderFrame;
Size = UDim2.new(0, 14, 0, 14);
BackgroundTransparency = 1.0;
Position = UDim2.new(0, 0, 1, -10);
BorderSizePixel = 0.0;
Image = "rbxasset://textures/ui/chat_teamButton.png";
ImageTransparency = 1.0;
};
local pColor
if cPlayer.Neutral then
pLabel.ImageColor3 = Chat:ComputeChatColor(pName)
else
pLabel.ImageColor3 = cPlayer.TeamColor.Color
end
mLabel = Gui.Create'TextLabel'
{
Name = pName .. ' - message';
-- Max is 3 lines
Size = UDim2.new(1, 0, 0.5, 0);
TextColor3 = Chat.Configuration.MessageColor;
Font = Enum.Font.SourceSans;
FontSize = Chat.Configuration.FontSize;
TextXAlignment = Enum.TextXAlignment.Left;
TextYAlignment = Enum.TextYAlignment.Top;
Text = ""; -- this is to stop when the engine reverts the swear words to default, which is button, ugh
Parent = self.RenderFrame;
TextWrapped = true;
BackgroundTransparency = 1.0;
TextTransparency = 1.0;
Position = UDim2.new(0, 40, 1, 0);
BorderSizePixel = 0.0;
TextStrokeColor3 = Color3.new(0, 0, 0);
TextStrokeTransparency = 0.6;
--Active = false;
};
mLabel.Text = nString .. pName .. ": " .. message;
if not pName then
mLabel.TextColor3 = Color3.new(0, 0.4, 1.0)
end
--end
for _, adminName in pairs(self.Admins_List) do
if string.lower(adminName) == string.lower(pName) then
mLabel.TextColor3 = self.Configuration.AdminMessageColor
end
end
pLabel.Visible = true
mLabel.Visible = true
-- This will give beautiful multilines as well
local heightField = mLabel.TextBounds.Y
mLabel.Size = UDim2.new(1, 0, heightField/self.RenderFrame.AbsoluteSize.Y, 0)
local yPixels = self.RenderFrame.AbsoluteSize.Y
local yFieldSize = mLabel.TextBounds.Y
local queueField = {}
queueField['Player'] = pLabel
queueField['Message'] = mLabel
queueField['SpawnTime'] = tick() -- Used for identifying when to make the message invisible
table.insert(self.MessageQueue, 1, queueField)
Chat:UpdateQueue(queueField)
end
function Chat:ScreenSizeChanged()
wait()
while self.Frame.AbsoluteSize.Y > 120 do
self.Frame.Size = self.Frame.Size - UDim2.new(0, 0, 0.005, 0)
end
Chat:RecalculateSpacing()
end
function Chat:FocusOnChatBar()
if self.ClickToChatButton then
self.ClickToChatButton.Visible = false
end
self.GotFocus = true
if self.Frame['Background'] then
self.Frame.Background.Visible = false
end
self.ChatBar:CaptureFocus()
end
-- For touch devices we create a button instead
function Chat:CreateTouchButton()
self.ChatTouchFrame = Gui.Create'Frame'
{
Name = 'ChatTouchFrame';
Size = UDim2.new(0, 128, 0, 32);
Position = UDim2.new(0, 88, 0, 0);
BackgroundTransparency = 1.0;
Parent = self.Gui;
Gui.Create'ImageButton'
{
Name = 'ChatLabel';
Size = UDim2.new(0, 74, 0, 28);
Position = UDim2.new(0, 0, 0, 0);
BackgroundTransparency = 1.0;
ZIndex = 2.0;
};
Gui.Create'ImageLabel'
{
Name = 'Background';
Size = UDim2.new(1, 0, 1, 0);
Position = UDim2.new(0, 0, 0, 0);
BackgroundTransparency = 1.0;
Image = 'http://www.watrbx.wtf/asset/?id=97078724'
};
}
self.TapToChatLabel = self.ChatTouchFrame.ChatLabel
self.TouchLabelBackground = self.ChatTouchFrame.Background
self.ChatBar = Gui.Create'TextBox'
{
Name = 'ChatBar';
Size = UDim2.new(1, 0, 0.2, 0);
Position = UDim2.new(0, 0, 0.8, 800);
Text = "";
ZIndex = 1.0;
BackgroundTransparency = 1.0;
Parent = self.Frame;
TextXAlignment = Enum.TextXAlignment.Left;
TextColor3 = Color3.new(1, 1, 1);
ClearTextOnFocus = false;
};
self.TapToChatLabel.MouseButton1Click:connect(function()
self.TapToChatLabel.Visible = false
--self.ChatBar.Visible = true
--self.Frame.Background.Visible = true
self.ChatBar:CaptureFocus()
self.GotFocus = true
if self.TouchLabelBackground then
self.TouchLabelBackground.Visible = false
end
end)
end
-- Non touch devices, create the bottom chat bar
function Chat:CreateChatBar()
-- okay now we do
local status, result = pcall(function() return GuiService.UseLuaChat end)
if forceChatGUI or (status and result) then
self.ClickToChatButton = Gui.Create'TextButton'
{
Name = 'ClickToChat';
Size = UDim2.new(1, 0, 0, 20);
BackgroundTransparency = 1.0;
ZIndex = 2.0;
Parent = self.Gui;
Text = "To chat click here or press \"/\" key";
TextColor3 = Color3.new(1, 1, 0.9);
Position = UDim2.new(0, 0, 1, 0);
TextXAlignment = Enum.TextXAlignment.Left;
FontSize = Enum.FontSize.Size12;
}
self.ChatBar = Gui.Create'TextBox'
{
Name = 'ChatBar';
Size = UDim2.new(1, 0, 0, 20);
Position = UDim2.new(0, 0, 1, 0);
Text = "";
ZIndex = 1.0;
BackgroundColor3 = Color3.new(0, 0, 0);
BackgroundTransparency = 0.25;
Parent = self.Gui;
TextXAlignment = Enum.TextXAlignment.Left;
TextColor3 = Color3.new(1, 1, 1);
FontSize = Enum.FontSize.Size12;
ClearTextOnFocus = false;
Text = '';
};
-- Engine has code to offset the entire world, so if we do it by -20 pixels nothing gets in our chat's way
--GuiService:SetGlobalSizeOffsetPixel(0, -20)
local success, error = pcall(function() GuiService:SetGlobalGuiInset(0, 0, 0, 20) end)
if not success then
pcall(function() GuiService:SetGlobalSizeOffsetPixel(0, -20) end) -- Doesn't hurt to throw a non-existent function into a pcall
end
-- ChatHotKey is '/'
GuiService:AddSpecialKey(Enum.SpecialKey.ChatHotkey)
GuiService.SpecialKeyPressed:connect(function(key)
if key == Enum.SpecialKey.ChatHotkey then
Chat:FocusOnChatBar()
end
end)
self.ClickToChatButton.MouseButton1Click:connect(function()
Chat:FocusOnChatBar()
end)
end
end
-- Create the initial Chat stuff
-- Done only once
function Chat:CreateGui()
self.Gui = WaitForChild(CoreGuiService, 'RobloxGui')
self.Frame = Gui.Create'Frame'
{
Name = 'ChatFrame';
--Size = self.Configuration.Size;
Size = UDim2.new(0, 500, 0, 120);
Position = UDim2.new(0, 0, 0, 5);
BackgroundTransparency = 1.0;
--ClipsDescendants = true;
ZIndex = 0.0;
Parent = self.Gui;
Active = false;
Gui.Create'ImageLabel'
{
Name = 'Background';
Image = 'http://www.watrbx.wtf/asset/?id=97120937'; --96551212';
Size = UDim2.new(1.3, 0, 1.64, 0);
Position = UDim2.new(0, 0, 0, 0);
BackgroundTransparency = 1.0;
ZIndex = 0.0;
Visible = false
};
Gui.Create'Frame'
{
Name = 'Border';
Size = UDim2.new(1, 0, 0, 1);
Position = UDim2.new(0, 0, 0.8, 0);
BackgroundTransparency = 0.0;
BackgroundColor3 = Color3.new(236/255, 236/255, 236/255);
BorderSizePixel = 0.0;
Visible = false;
};
Gui.Create'Frame'
{
Name = 'ChatRenderFrame';
Size = UDim2.new(1.02, 0, 1.01, 0);
Position = UDim2.new(0, 0, 0, 0);
BackgroundTransparency = 1.0;
--ClipsDescendants = true;
ZIndex = 0.0;
Active = false;
};
};
Spawn(function()
wait(0.5)
if IsPhone() then
self.Frame.Size = UDim2.new(0, 280, 0, 120)
end
-- leave space for the settings button on touch devices
-- better use the exact same test it uses for its position
if game:GetService("UserInputService").TouchEnabled then
self.Frame.Position = UDim2.new(0, 0, 0, 55)
end
end)
self.RenderFrame = self.Frame.ChatRenderFrame
if Chat:IsTouchDevice() then
self.Frame.Position = self.Configuration.Position;
self.RenderFrame.Size = UDim2.new(1, 0, 1, 0)
elseif self.Frame.AbsoluteSize.Y > 120 then
Chat:ScreenSizeChanged()
self.Gui.Changed:connect(function(property)
if property == 'AbsoluteSize' then
Chat:ScreenSizeChanged()
end
end)
end
if forceChatGUI or Player.ChatMode == Enum.ChatMode.TextAndMenu then
if Chat:IsTouchDevice() then
Chat:CreateTouchButton()
else
Chat:CreateChatBar()
end
if self.ChatBar then
self.ChatBar.FocusLost:connect(function(enterPressed)
Chat.GotFocus = false
if Chat:IsTouchDevice() then
self.ChatBar.Visible = false
self.TapToChatLabel.Visible = true
if self.TouchLabelBackground then
self.TouchLabelBackground.Visible = true
end
end
if enterPressed and self.ChatBar.Text ~= "" then
if tick() - Chat.PreviousMessage > Chat.Configuration.HaltTime then -- Make sure that the user isn't deliberately spamming the chat
Chat.PreviousMessage = tick()
local cText = self.ChatBar.Text
if string.sub(self.ChatBar.Text, 1, 1) == '%' then
cText = '(TEAM) ' .. string.sub(cText, 2, #cText)
pcall(function() PlayersService:TeamChat(cText) end)
else
pcall(function() PlayersService:Chat(cText) end)
end
if self.ClickToChatButton then
self.ClickToChatButton.Visible = true
end
self.ChatBar.Text = ""
end
end
Spawn(function()
wait(5.0)
if not Chat.GotFocus then
Chat.Frame.Background.Visible = false
end
end)
end)
-- Make the escape key clear the chat box (like it used to)
inputService.InputBegan:connect(function(input)
if (input.KeyCode == Enum.KeyCode.Escape) then
if self.ClickToChatButton then
self.ClickToChatButton.Visible = true
end
self.ChatBar.Text = ""
end
end)
end
end
end
-- Scrolling function
-- Applies a speed(velocity) to have nice scrolling effect
function Input:OnMouseScroll()
Spawn(function()
-- How long should the speed last?
while Input.Speed ~=0 do
if Input.Speed > 1 then
while Input.Speed > 0 do
Input.Speed = Input.Speed - 1
wait(0.25)
end
elseif Input.Speed < 0 then
while Input.Speed < 0 do
Input.Speed = Input.Speed + 1
wait(0.25)
end
end
wait(0.03)
end
end)
if Chat:CheckIfInBounds(Input.Speed) then
return
end
Chat:ScrollQueue()
end
function Input:ApplySpeed(value)
Input.Speed = Input.Speed + value
if not self.Simulating then
Input:OnMouseScroll()
end
end
function Input:Initialize()
self.Mouse.WheelBackward:connect(function()
Input:ApplySpeed(self.Configuration.DefaultSpeed)
end)
self.Mouse.WheelForward:connect(function()
Input:ApplySpeed(self.Configuration.DefaultSpeed)
end)
end
-- Just a wrapper around our PlayerChatted event
function Chat:PlayerChatted(...)
local args = {...}
local argCount = select('#', ...)
local player
local message
-- This doesn't look very good, but what else to do?
if args[2] then
player = args[2]
end
if args[3] then
message = args[3]
if string.sub(message, 1, 1) == '%' then
message = '(TEAM) ' .. string.sub(message, 2, #message)
end
end
if PlayersService.ClassicChat then
if string.sub(message, 1, 3) == '/e ' or string.sub(message, 1, 7) == '/emote ' then
-- don't do anything right now
elseif forceChatGUI or Player.ChatMode == Enum.ChatMode.TextAndMenu then
Chat:UpdateChat(player, message)
elseif Player.ChatMode == Enum.ChatMode.Menu and string.sub(message, 1, 3) == '/sc' then
Chat:UpdateChat(player, message)
end
end
end
-- After Chat.Configuration.Lifetime seconds of existence, the labels become invisible
-- Runs only every 5 seconds and has to loop through 50 values
-- Shouldn't be too expensive
function Chat:CullThread()
while true do
if #self.MessageQueue > 0 then
for _, field in pairs(self.MessageQueue) do
if field['SpawnTime'] and field['Player'] and field['Message'] and tick() - field['SpawnTime'] > self.Configuration.LifeTime then
field['Player'].Visible = false
field['Message'].Visible = false
end
end
end
wait(5.0)
end
end
-- RobloxLock everything so users can't delete them(?)
function Chat:LockAllFields(gui)
local children = gui:GetChildren()
for i = 1, #children do
children[i].RobloxLocked = true
if #children[i]:GetChildren() > 0 then
Chat:LockAllFields(children[i])
end
end
end
function Chat:CoreGuiChanged(coreGuiType,enabled)
if coreGuiType == Enum.CoreGuiType.Chat or coreGuiType == Enum.CoreGuiType.All then
if self.Frame then self.Frame.Visible = enabled end
if self.TapToChatLabel then self.TapToChatLabel.Visible = enabled end
if not Chat:IsTouchDevice() and self.ChatBar then
self.ChatBar.Visible = enabled
if enabled then
GuiService:SetGlobalGuiInset(0, 0, 0, 20)
else
GuiService:SetGlobalGuiInset(0, 0, 0, 0)
end
end
end
end
-- Constructor
-- This function initializes everything
function Chat:Initialize()
Chat:CreateGui()
pcall(function()
Chat:CoreGuiChanged(Enum.CoreGuiType.Chat, Game:GetService("StarterGui"):GetCoreGuiEnabled(Enum.CoreGuiType.Chat))
Game:GetService("StarterGui").CoreGuiChangedSignal:connect(function(coreGuiType,enabled) Chat:CoreGuiChanged(coreGuiType,enabled) end)
end)
self.EventListener = PlayersService.PlayerChatted:connect(function(...)
-- This event has 4 callback arguments
-- Enum.PlayerChatType.All, chatPlayer, message, targetPlayer
Chat:PlayerChatted(...)
end)
self.MessageThread = coroutine.create(function() end)
coroutine.resume(self.MessageThread)
-- Initialize input for us
Input:Initialize()
-- Eww, everytime a player is added, you have to redo the connection
-- Seems this is not automatic
-- NOTE: PlayerAdded only fires on the server, hence ChildAdded is used here
PlayersService.ChildAdded:connect(function()
Chat.EventListener:disconnect()
self.EventListener = PlayersService.PlayerChatted:connect(function(...)
-- This event has 4 callback arguments
-- Enum.PlayerChatType.All, chatPlayer, message, targetPlayer
Chat:PlayerChatted(...)
end)
end)
Spawn(function()
Chat:CullThread()
end)
self.Frame.RobloxLocked = true
Chat:LockAllFields(self.Frame)
self.Frame.DescendantAdded:connect(function(descendant)
Chat:LockAllFields(descendant)
end)
end
Chat:Initialize()