/* 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 . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #ifndef CRAB_GAMEEVENTMANAGER_H #define CRAB_GAMEEVENTMANAGER_H #include "crab/event/EventSeqGroup.h" #include "crab/ui/ChapterIntro.h" #include "crab/ui/hud.h" #include "crab/ui/journal.h" #include "crab/ui/PersonHandler.h" #include "crab/ui/PersonScreen.h" #include "crab/ui/ReplyMenu.h" #include "crab/ui/textarea.h" namespace Crab { namespace pyrodactyl { namespace event { class Manager { protected: // All the events in the game Common::HashMap _eventMap; // The currently happening or active sequence uint _activeSeq; // THIS IS NOT THE DEFINITIVE LIST OF ENDED SEQUENCES // JUST A TEMPORARY LIST OF EVENT SEQUENCES TO PASS AROUND Common::Array _endSeq; // The objects used to draw the dialog box and opinion bars pyrodactyl::ui::PersonHandler _oh; // The _reply menu and the colors and font of the text pyrodactyl::ui::ReplyMenu _reply; // The field for text input pyrodactyl::ui::TextArea _textin; // The info for intro events pyrodactyl::ui::ChapterIntro _intro; // Store the current event data temporarily GameEvent *_curEvent; bool _player; pyrodactyl::anim::Sprite *_curSp; void updateDialogBox(Info &info, pyrodactyl::level::Level &level); public: // The object used to draw the character screen pyrodactyl::ui::PersonScreen _per; // A flag used to stop drawing the game for a better fade in/fade out experience bool _drawGame; Manager() { init(); } ~Manager() {} void init(); void load(rapidxml::xml_node *node, pyrodactyl::ui::ParagraphData &popup); void draw(Info &info, pyrodactyl::ui::HUD &hud, pyrodactyl::level::Level &level); // cur_per is also updated here void internalEvents(Info &info, pyrodactyl::level::Level &level, Common::Array &result); void handleEvents(Info &info, const Common::String &playerId, Common::Event &event, pyrodactyl::ui::HUD &hud, pyrodactyl::level::Level &level, Common::Array &result); void calcActiveSeq(Info &info, pyrodactyl::level::Level &level, const Rect &camera); void endSequence(const Common::String &curloc); bool eventInProgress(); void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node *root); void loadState(rapidxml::xml_node *node); void setUI(); }; } // End of namespace event } // End of namespace pyrodactyl } // End of namespace Crab #endif // CRAB_GAMEEVENTMANAGER_H