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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#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<StatementLine> _statementLines;
int _selector, _oldSelector;
int _talkTextX;
uint32 _dialogTimer;
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);
virtual ~WidgetTalk() {}
/**
* 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
*/
virtual void handleEvents();
};
} // End of namespace Tattoo
} // End of namespace Sherlock
#endif
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