scummvm/engines/crab/ui/PersonHandler.h

118 lines
3.1 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_PERSONHANDLER_H
#define CRAB_PERSONHANDLER_H
#include "crab/event/gameevent.h"
#include "crab/event/GameEventInfo.h"
#include "crab/ui/ProgressBar.h"
#include "crab/ui/dialogbox.h"
#include "crab/TTSHandler.h"
namespace Crab {
namespace pyrodactyl {
namespace anim {
class Sprite;
} // End of namespace Sprite
namespace ui {
class PersonHandler : public TTSHandler {
// The positions of various elements
// img = player image position
Element _img;
// How the individual sprite clips are drawn
struct ImageAnchor {
Align _x, _y;
ImageAnchor() {
_x = ALIGN_CENTER;
_y = ALIGN_RIGHT;
}
void load(rapidxml::xml_node<char> *node, const bool &echo = true) {
loadAlign(_x, node, echo, "align_x");
loadAlign(_y, node, echo, "align_y");
}
} _spriteAlign;
// For drawing the name
TextData _name;
// The dialog box used to draw dialog
pyrodactyl::ui::GameDialogBox _dlbox;
// The three opinion bars
pyrodactyl::ui::ProgressBar _opinion[pyrodactyl::people::OPI_TOTAL];
// The button for selecting the journal
Button _jb;
// The person id of the changed opinion, we use this to reset bar
Common::String _prev;
public:
// Used by other objects to see if journal needs to be displayed or not
bool _showJournal;
PersonHandler() {
_showJournal = false;
}
~PersonHandler() {}
void reset(const Common::String &id);
void load(rapidxml::xml_node<char> *node);
// Handle events for the three opinion bars and journal - used in both dialog box and reply events
bool handleCommonEvents(const Common::Event &event);
// Handle events for the dialog box
bool handleDlboxEvents(const Common::Event &event);
void internalEvents(const pyrodactyl::people::PersonState &state, pyrodactyl::anim::Sprite *s);
void draw(pyrodactyl::event::Info &info, pyrodactyl::event::GameEvent *event, const Common::String &personId,
const bool &player, pyrodactyl::anim::Sprite *s = nullptr);
void opinionChange(pyrodactyl::event::Info &info, const Common::String &id,
const pyrodactyl::people::OpinionType &type, const int &val);
void setUI();
};
} // End of namespace ui
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_PERSONHANDLER_H