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