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/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana Client.
*
* 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
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef NPCDIALOG_H
#define NPCDIALOG_H
#include "npc.h"
#include "gui/widgets/window.h"
#include <guichan/actionlistener.hpp>
#include <guichan/listmodel.hpp>
#include <list>
#include <string>
#include <vector>
class TextBox;
class ListBox;
class TextField;
class IntTextField;
class Button;
/**
* The npc dialog.
*
* \ingroup Interface
*/
class NpcDialog : public Window, public gcn::ActionListener,
public gcn::ListModel
{
public:
/**
* Constructor.
*
* @see Window::Window
*/
NpcDialog(int npcId);
~NpcDialog();
/**
* Called when receiving actions from the widgets.
*/
void action(const gcn::ActionEvent &event);
/**
* Sets the text shows in the dialog.
*
* @param string The new text.
*/
void setText(const std::string &string);
/**
* Adds the text to the text shows in the dialog. Also adds a newline
* to the end.
*
* @param string The text to add.
*/
void addText(const std::string &string);
/**
* When called, the widget will show a "Next" button.
*/
void showNextButton();
/**
* When called, the widget will show a "Close" button and will close
* the dialog when clicked.
*/
void showCloseButton();
/**
* Notifies the server that client has performed a next action.
*/
void nextDialog();
/**
* Notifies the server that the client has performed a close action.
*/
void closeDialog();
/**
* Returns the number of items in the choices list.
*/
int getNumberOfElements();
/**
* Returns the name of item number i of the choices list.
*/
std::string getElementAt(int i);
/**
* Makes this dialog request a choice selection from the user.
*/
void choiceRequest();
/**
* Adds a choice to the list box.
*/
void addChoice(const std::string &);
/**
* Fills the options list for an NPC dialog.
*
* @param itemString A string with the options separated with colons.
*/
void parseListItems(const std::string &itemString);
/**
* Requests a text string from the user.
*/
void textRequest(const std::string &defaultText = "");
bool isInputFocused() const;
static bool isAnyInputFocused();
/**
* Requests a interger from the user.
*/
void integerRequest(int defaultValue = 0, int min = 0,
int max = 2147483647);
void move(int amount);
/**
* Called when resizing the window.
*
* @param event The calling event
*/
void widgetResized(const gcn::Event &event);
void setVisible(bool visible);
/**
* Returns true if any instances exist.
*/
static bool isActive() { return instances.size() > 0; }
/**
* Returns the first active instance. Useful for pushing user
* interaction.
*/
static NpcDialog *getActive();
/**
* Closes all instances.
*/
static void closeAll();
private:
typedef std::list<NpcDialog*> DialogList;
static DialogList instances;
void buildLayout();
int mNpcId;
int mDefaultInt;
std::string mDefaultString;
// Used for the main input area
gcn::ScrollArea *mScrollArea;
TextBox *mTextBox;
std::string mText;
// Used for choice input
ListBox *mItemList;
gcn::ScrollArea *mListScrollArea;
std::vector<std::string> mItems;
// Used for string and integer input
TextField *mTextField;
IntTextField *mIntField;
Button *mPlusButton;
Button *mMinusButton;
// Used for the button
Button *mButton;
// Will reset the text and integer input to the provided default
Button *mResetButton;
enum NpcInputState
{
NPC_INPUT_NONE,
NPC_INPUT_LIST,
NPC_INPUT_STRING,
NPC_INPUT_INTEGER
};
enum NpcActionState
{
NPC_ACTION_WAIT,
NPC_ACTION_NEXT,
NPC_ACTION_INPUT,
NPC_ACTION_CLOSE
};
NpcInputState mInputState;
NpcActionState mActionState;
};
#endif // NPCDIALOG_H
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