/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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 "enums/simpletypes/beingid.h"
#include "enums/simpletypes/beingtypeid.h"
#include "gui/models/extendedlistmodel.h"
#include "gui/widgets/window.h"
#include "listeners/actionlistener.h"
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 BeingId 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 itemIndexRequest(const int size);
void move(const int amount);
void setVisible(Visible 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 BeingTypeId avatarId);
void setAvatarDirection(const uint8_t direction);
void setAvatarAction(const int actionId);
void logic() override final;
void clearRows();
void mousePressed(MouseEvent &event) override final;
int isCloseState() const
{ return mActionState == NPC_ACTION_CLOSE; }
void setSkin(const std::string &skin);
static void copyToClipboard(const BeingId 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();
BeingId mNpcId;
int mDefaultInt;
std::string mDefaultString;
// Used for the main input area
BrowserBox *mTextBox A_NONNULLPOINTER;
ScrollArea *mScrollArea A_NONNULLPOINTER;
std::string mText;
std::string mNewText;
// Used for choice input
ExtendedListBox *mItemList A_NONNULLPOINTER;
ScrollArea *mListScrollArea A_NONNULLPOINTER;
StringVect mItems;
std::vector mImages;
ItemLinkHandler *mItemLinkHandler A_NONNULLPOINTER;
// Used for string and integer input
TextField *mTextField A_NONNULLPOINTER;
IntTextField *mIntField A_NONNULLPOINTER;
Button *mPlusButton A_NONNULLPOINTER;
Button *mMinusButton A_NONNULLPOINTER;
Button *mClearButton A_NONNULLPOINTER;
// Used for the button
Button *mButton A_NONNULLPOINTER;
Button *mButton2 A_NONNULLPOINTER;
Button *mButton3 A_NONNULLPOINTER;
// Will reset the text and integer input to the provided default
Button *mResetButton A_NONNULLPOINTER;
Inventory *mInventory A_NONNULLPOINTER;
ItemContainer *mItemContainer A_NONNULLPOINTER;
ScrollArea *mItemScrollArea A_NONNULLPOINTER;
enum NpcInputState
{
NPC_INPUT_NONE = 0,
NPC_INPUT_LIST,
NPC_INPUT_STRING,
NPC_INPUT_INTEGER,
NPC_INPUT_ITEM,
NPC_INPUT_ITEM_INDEX
};
enum NpcActionState
{
NPC_ACTION_WAIT = 0,
NPC_ACTION_NEXT,
NPC_ACTION_INPUT,
NPC_ACTION_CLOSE
};
NpcInputState mInputState;
NpcActionState mActionState;
PlayerBox *mPlayerBox A_NONNULLPOINTER;
Being *mAvatarBeing;
int mLastNextTime;
int mCameraMode;
int mCameraX;
int mCameraY;
bool mShowAvatar;
bool mLogInteraction;
};
#endif // GUI_WINDOWS_NPCDIALOG_H