/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2012 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 . */ #ifndef NPCDIALOG_H #define NPCDIALOG_H #include "eventlistener.h" #include "gui/widgets/window.h" #include #include #include #include #include #include class BrowserBox; class ListBox; class TextField; class IntTextField; class ItemLinkHandler; class Button; /** * The npc dialog. * * \ingroup Interface */ class NpcDialog final : public Window, public gcn::ActionListener, public gcn::ListModel, public EventListener { public: NpcDialog(int npcId); ~NpcDialog() override; /** * Called when receiving actions from the widgets. */ void action(const gcn::ActionEvent &event) override; /** * Sets the text shows in the dialog. * * @param string The new text. */ void setText(const std::vector &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, bool save = true); /** * 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. * @overrides Window::close() */ void close() override; /** * Returns the number of items in the choices list. */ int getNumberOfElements() override; /** * Returns the name of item number i of the choices list. */ std::string getElementAt(int i) override; /** * Makes this dialog request a choice selection from the user. */ void choiceRequest(); /** * Adds a choice to the list box. */ void addChoice(const std::string &); /** * Put focus on the first choice. */ void initChoiceSelection(); /** * Requests a text string from the user. */ void textRequest(const std::string &defaultText = std::string()); bool isInputFocused() const; bool isTextInputFocused() const; static bool isAnyInputFocused(); /** * Requests an integer from the user. */ void integerRequest(int defaultValue, int min, int max); void move(int amount); void setVisible(bool visible) override; void event(Event::Channel channel, const Event &event) override; void mouseClicked(gcn::MouseEvent &mouseEvent) override; /** * Returns the first active instance. Useful for pushing user * interaction. */ static NpcDialog *getActive(); bool isWaitingForTheServer() const { return mActionState == NPC_ACTION_WAIT; } /** * Closes all instances. */ static void closeAll(); static void setup(); private: using DialogList = std::list; static DialogList instances; void buildLayout(); int mNpcId; bool mLogInteraction; int mDefaultInt = 0; std::string mDefaultString; // Used for the main input area gcn::ScrollArea *mScrollArea; BrowserBox *mTextBox; std::vector mNewText; std::unique_ptr mItemLinkHandler; // Used for choice input ListBox *mItemList; gcn::ScrollArea *mListScrollArea; std::vector mItems; // Used for string and integer input TextField *mTextField; IntTextField *mIntField; Button *mPlusButton; Button *mMinusButton; Button *mClearButton; // Used for the button Button *mNextButton; // 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 = NPC_INPUT_NONE; NpcActionState mActionState = NPC_ACTION_WAIT; }; #endif // NPCDIALOG_H