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#region Emotes | |
public struct EmoteData //Contains all data needed for the emotes. Emote is the trigger word, | |
//example (bullet). ID is the byte value of the char | |
{ | |
public string Emote; | |
public byte ID; | |
} | |
//this list will be loaded with the list of emotes and their replacement values | |
static List<EmoteData> EmoteTriggers = null; | |
public static EmoteData[] EmotesArray() | |
{ | |
if (EmoteTriggers != null) | |
{ | |
return EmoteTriggers.ToArray(); | |
} | |
else | |
{ | |
AddEmotes(); | |
return EmoteTriggers.ToArray(); | |
} | |
} | |
//a method to add all the emotes into EmoteTriggers. You can add your own triggers here | |
static void AddEmotes() | |
{ | |
EmoteTriggers = new List<EmoteData>(); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(darksmile)", ID = 1 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(:))", ID = 1 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(smile)", ID = 2 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(:P)", ID = 2 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(heart)", ID = 3 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(<3)", ID = 3 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(diamond)", ID = 4 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(bullet)", ID = 7 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(hole)", ID = 8 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(male)", ID = 11 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(female)", ID = 12 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(sun)", ID = 15 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(right)", ID = 16 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(>)", ID = 16 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(left)", ID = 17 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(<)", ID = 17 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(double)", ID = 19 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(half)", ID = 22 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(uparrow)", ID = 24 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(^)", ID = 24 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(downarrow)", ID = 25 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(rightarrow)", ID = 26 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(up)", ID = 30 }); | |
EmoteTriggers.Add(new EmoteData() { Emote = "(down)", ID = 31 }); | |
} | |
//this is the main method. This parses the emotes, correct glitches and makes the emotes safe to display | |
public static string ParseEmotes(string rawMessage, bool SentencePart) | |
{ | |
if (EmoteTriggers == null){ //until a message is made, the list is null, so fill it up here | |
AddEmotes(); | |
} | |
byte[] stored = new byte[1]; //this byte represents the emoticon, to be used in GetString( | |
foreach (EmoteData ed in EmoteTriggers) | |
{ //scroll through the emotes, replacing each trigger word with the emote | |
string s = ed.Emote; //s is the emote trigger | |
stored[0] = (byte)ed.ID; //stored is the byte char for the emote | |
string s1 = enc.GetString(stored); //s1 is the emote | |
switch (ed.ID) | |
{ //this fixes glitches. Each ID appends a ' to resolve overlapping of letters | |
case 7: | |
case 12: | |
case 22: | |
case 24: | |
case 25: | |
s1 = s1 + "-"; | |
break; | |
case 19: | |
s1 = s1 + "' "; | |
break; | |
default: break; | |
} | |
if (!SentencePart) //if sentence being parsed definately ends with no following text (not a displayedname, ect) | |
{ | |
if (rawMessage.EndsWith(s)) | |
{ | |
s1 = s1 + "."; //append a period. A emoticon ONLY shows if some text follows the emoticon (excluding a blank space) | |
} | |
} | |
rawMessage = rawMessage.Replace(s, s1); //replace the triggerword with the emoticon | |
} | |
return rawMessage; //return the new sentence | |
} | |
#endregion |
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