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/* 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_GAME_MESSAGE_HANDLER_H
#define GAME_GAME_MESSAGE_HANDLER_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameTypes.h"
using namespace hpl;
class cInit;
class cGameMessageHandler;
class cGameMessage {
public:
cGameMessage(const tWString &asText, cGameMessageHandler *apMessHandler);
void Update(float afTimeStep);
void Draw(FontData *apFont);
bool mbActive;
tWString msText;
float mfFade;
float mfFadeAdd;
cGameMessageHandler *mpMessHandler;
};
typedef Common::List<cGameMessage *> tGameMessageList;
typedef tGameMessageList::iterator tGameMessageListIt;
//---------------------------------------
class cGameMessageHandler : public iUpdateable {
friend class cGameMessage;
public:
cGameMessageHandler(cInit *apInit);
~cGameMessageHandler();
void Add(const tWString &asText);
void ShowNext();
void Update(float afTimeStep);
void OnDraw();
void Reset();
void OnWorldLoad();
void OnWorldExit();
bool HasMessage() { return !mlstMessages.empty(); }
void SetOnMessagesOverCallback(const tString &asFunction);
void SetFocusIsedUsed(bool abX) { mbFocusIsedUsed = abX; }
void SetBlackText(bool abX) { mbBlackText = abX; }
private:
cInit *mpInit;
FontData *mpFont;
ePlayerState mLastState;
tString msOverCallback;
bool mbFocusIsedUsed;
bool mbBlackText;
tGameMessageList mlstMessages;
};
#endif // GAME_GAME_MESSAGE_HANDLER_H
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