/* 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
*
*/
//=============================================================================
// Author: Arvind
// Purpose: Dialog box!
//=============================================================================
#include "crab/crab.h"
#include "crab/ui/dialogbox.h"
namespace Crab {
using namespace pyrodactyl::ui;
using namespace pyrodactyl::text;
using namespace pyrodactyl::image;
using namespace pyrodactyl::input;
//------------------------------------------------------------------------
// Purpose: Load stuff
//------------------------------------------------------------------------
void GameDialogBox::load(rapidxml::xml_node *node) {
loadImgKey(_bg, "bg", node);
loadImgKey(_bgP, "bg_p", node);
_pos.load(node, _bg);
if (nodeValid("text", node))
_text.load(node->first_node("text"), &_pos);
if (nodeValid("button", node))
_button.load(node->first_node("button"));
}
//------------------------------------------------------------------------
// Purpose: Draw the dialog box background
//------------------------------------------------------------------------
void GameDialogBox::draw(const bool &player) {
if (player)
g_engine->_imageManager->draw(_pos.x, _pos.y, _bgP);
else
g_engine->_imageManager->draw(_pos.x, _pos.y, _bg);
}
//------------------------------------------------------------------------
// Purpose: Draw the dialog box text
//------------------------------------------------------------------------
void GameDialogBox::draw(pyrodactyl::event::Info &info, Common::String &message) {
// Create a copy of the string
Common::String msg = message;
info.insertName(msg);
_text.draw(message);
_button.draw();
}
//------------------------------------------------------------------------
// Purpose: Handle input
//------------------------------------------------------------------------
bool GameDialogBox::handleEvents(const Common::Event &event) {
// Switch to KBM_UI
if (g_engine->_inputManager->getKeyBindingMode() != KBM_UI)
g_engine->_inputManager->setKeyBindingMode(KBM_UI);
bool isLeftClick = (_button.handleEvents(event) == BUAC_LCLICK);
if (isLeftClick) {
// Switch to KBM_GAME
g_engine->_inputManager->setKeyBindingMode(KBM_GAME);
}
return isLeftClick;
}
void GameDialogBox::setUI() {
_pos.setUI();
_text.setUI(&_pos);
_button.setUI();
}
} // End of namespace Crab