/* 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