/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2014 The ManaPlus Developers * * This file is part of The ManaPlus 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 GUI_WINDOWS_NPCDIALOG_H #define GUI_WINDOWS_NPCDIALOG_H #include "listeners/configlistener.h" #include "gui/models/extendedlistmodel.h" #include "gui/widgets/window.h" #include "utils/stringvector.h" #include "listeners/actionlistener.h" #include class Being; class Button; class BrowserBox; class ExtendedListBox; class ItemLinkHandler; class Inventory; class IntTextField; class ItemContainer; class NpcDialog; class PlayerBox; class ScrollArea; class TextField; typedef std::map NpcDialogs; /** * The npc dialog. * * \ingroup Interface */ class NpcDialog final : public Window, public ActionListener, public ExtendedListModel, public ConfigListener { public: /** * Constructor. * * @see Window::Window */ explicit NpcDialog(const int npcId); A_DELETE_COPY(NpcDialog) ~NpcDialog(); void postInit() override final; /** * Called when receiving actions from the widgets. */ void action(const ActionEvent &event) override final; /** * 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, const 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. */ void closeDialog(); /** * Returns the number of items in the choices list. */ int getNumberOfElements() override final A_WARN_UNUSED; /** * Returns the name of item number i of the choices list. */ std::string getElementAt(int i) override final A_WARN_UNUSED; /** * Returns the image of item number i of the choices list. */ const Image *getImageAt(int i) override final A_WARN_UNUSED; /** * 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 A_WARN_UNUSED; bool isTextInputFocused() const A_WARN_UNUSED; static bool isAnyInputFocused() A_WARN_UNUSED; /** * Requests a interger from the user. */ void integerRequest(const int defaultValue = 0, const int min = 0, const int max = 2147483647); void itemRequest(const int size); void move(const int amount); void setVisible(bool visible) override final; void optionChanged(const std::string &name) override final; /** * Returns true if any instances exist. */ static bool isActive() A_WARN_UNUSED { return !instances.empty(); } /** * Returns the first active instance. Useful for pushing user * interaction. */ static NpcDialog *getActive() A_WARN_UNUSED; /** * Closes all instances. */ static void closeAll(); /** * Closes all instances and destroy also net handler dialogs. */ static void destroyAll(); void saveCamera(); void restoreCamera(); void refocus(); void showAvatar(const uint16_t avatarId); void setAvatarDirection(const uint8_t direction); void setAvatarAction(const int actionId); void logic() override final; void clearRows(); void mousePressed(MouseEvent &event); int isCloseState() const { return mActionState == NPC_ACTION_CLOSE; } static void copyToClipboard(const int npcId, const int x, const int y); static NpcDialogs mNpcDialogs; static void clearDialogs(); private: typedef std::list DialogList; static DialogList instances; void buildLayout(); void placeNormalControls(); void placeMenuControls(); void placeTextInputControls(); void placeIntInputControls(); void placeItemInputControls(); int mNpcId; int mDefaultInt; std::string mDefaultString; // Used for the main input area BrowserBox *mTextBox; ScrollArea *mScrollArea; std::string mText; std::string mNewText; // Used for choice input ExtendedListBox *mItemList; ScrollArea *mListScrollArea; StringVect mItems; std::vector mImages; ItemLinkHandler *mItemLinkHandler; // Used for string and integer input TextField *mTextField; IntTextField *mIntField; Button *mPlusButton; Button *mMinusButton; Button *mClearButton; // Used for the button Button *mButton; Button *mButton2; Button *mButton3; // Will reset the text and integer input to the provided default Button *mResetButton; Inventory *mInventory; ItemContainer *mItemContainer; ScrollArea *mItemScrollArea; enum NpcInputState { NPC_INPUT_NONE = 0, NPC_INPUT_LIST, NPC_INPUT_STRING, NPC_INPUT_INTEGER, NPC_INPUT_ITEM }; enum NpcActionState { NPC_ACTION_WAIT = 0, NPC_ACTION_NEXT, NPC_ACTION_INPUT, NPC_ACTION_CLOSE }; NpcInputState mInputState; NpcActionState mActionState; PlayerBox *mPlayerBox; Being *mAvatarBeing; int mLastNextTime; int mCameraMode; int mCameraX; int mCameraY; bool mShowAvatar; bool mLogInteraction; }; #endif // GUI_WINDOWS_NPCDIALOG_H