/* 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 . * */ /* * 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 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