/* 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 . * */ #ifndef SHERLOCK_TATTOO_WIDGET_TALK_H #define SHERLOCK_TATTOO_WIDGET_TALK_H #include "common/scummsys.h" #include "sherlock/tattoo/widget_base.h" namespace Sherlock { class SherlockEngine; namespace Tattoo { enum Highlight { HL_NO_HIGHLIGHTING, HL_CHANGED_HIGHLIGHTS, HL_SCROLLBAR_ONLY }; /** * Handles displaying a dialog with conversation options the player can select from */ class WidgetTalk: public WidgetBase { struct StatementLine { Common::String _line; int _num; StatementLine() : _num(0) {} StatementLine(const Common::String &line, int num) : _line(line), _num(num) {} }; private: int _talkScrollIndex; Common::Array _statementLines; int _selector, _oldSelector; int _talkTextX; uint32 _dialogTimer; /** * Get the needed size for a talk window */ void getTalkWindowSize(); /** * Re-renders the contenst of the window to the widget's surface */ void render(Highlight highlightMode); /** * This initializes the _statementLines array, which contains the talk options split up line * by line, as well as which statement a particular line is part of. */ void setStatementLines(); public: WidgetTalk(SherlockEngine *vm); ~WidgetTalk() override {} /** * Figures out how many lines the available talk lines will take up, and opens a text window * of appropriate size */ void load(); /** * Refresh the talk display */ void refresh(); /** * Handle event processing */ void handleEvents() override; }; } // End of namespace Tattoo } // End of namespace Sherlock #endif