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* Copyright (C) 2006-2012 Christopho, Solarus -
* Solarus 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 3 of the License, or
* (at your option) any later version.
* Solarus is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* 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 <>.
#include "Common.h"
#include "KeysEffect.h"
#include "GameControls.h"
#include "Dialog.h"
#include "Sprite.h"
#include "lowlevel/Rectangle.h"
#include "lowlevel/Surface.h"
#include <map>
* @brief A dialog box where a succession of messages can be displayed.
* This class displays the dialog box and handles its properties:
* the text speed and the state of the action and sword keys.
* The dialog box can show a dialog. A dialog is a succession of messages.
class DialogBox {
* The possible styles of the dialog box.
enum Style {
STYLE_WITH_FRAME, /**< the usual dialog box with a frame and a semi-transparent dark blue background */
STYLE_WITHOUT_FRAME /**< no dialog box is shown, only the text is displayed */
* The possible vertical positions of the dialog box on the screen.
enum VerticalPosition {
POSITION_AUTO, /**< displayed such that the hero is not hidden */
POSITION_TOP, /**< displayed at the top */
POSITION_BOTTOM /**< displayed at the bottom */
* The possible speeds of a dialog's text.
enum Speed {
SPEED_FAST // default
// creation and destruction
DialogBox(Game& game);
// dialog properties
Game& get_game();
void set_style(Style style);
bool is_enabled();
// current message
void start_dialog(const std::string& dialog_id, EquipmentItem* issuer_item = NULL,
VerticalPosition vertical_position = POSITION_AUTO);
bool is_letter_sound_enabled();
void set_variable(const std::string& dialog_id, const std::string &value);
void set_variable(const std::string& dialog_id, int value);
const std::string& get_variable();
int get_last_answer();
void key_pressed(GameControls::GameKey key);
const std::string& get_dialog_id();
void show_all_now();
// update and display
void update();
void display(Surface& dst_surface);
static const int nb_visible_lines = 3; /**< maximum number of lines displayed at the same time */
static const uint32_t char_delays[]; /**< delays between two characters depending on the dialog speed */
// dialog box properties
Game& game; /**< the game this dialog box belongs to */
KeysEffect::ActionKeyEffect action_key_effect_saved; /**< effect of the action key before starting the dialog */
KeysEffect::SwordKeyEffect sword_key_effect_saved; /**< effect of the sword key before starting the dialog */
std::string dialog_id; /**< id of the current dialog or an empty string */
Dialog dialog; /**< current dialog */
std::map<std::string, std::string> variables; /**< variables to display in dialogs */
EquipmentItem* issuer_item; /**< the equipment item (if any) that started the current dialog */
Style style; /**< style of the dialog box */
Dialog::SkipMode skip_mode; /**< indicates what happens when the user tries to skip the dialog */
int icon_number; /* index of the 16*16 icon displayed, or -1 if there is no icon */
bool skipped; /* true if the user has skipped the dialog (SKIP_ALL) */
int last_answer; /**< the answer selected in the last dialog: 0 for the first one, 1 for the second one,
* -1 if there was no question */
// displaying text gradually
std::list<std::string>::const_iterator line_it; /**< iterator over the lines of the current dialog */
std::string lines[nb_visible_lines]; /**< text of the 3 lines currently shown */
TextSurface* line_surfaces[nb_visible_lines]; /**< text surface of each line */
int line_index; /**< line of the dialog box currently shown (0 to nb_visible_lines) */
unsigned int char_index; /**< index of the next character to show in the current line */
uint32_t char_delay; /**< delay between two characters in milliseconds */
uint32_t next_char_date; /**< when the next character should be displayed */
uint32_t next_sound_date; /**< date of the next letter scrolling sound */
// graphics
Surface dialog_surface; /**< surface where the dialog is drawn*/
Surface box_img; /**< image of the dialog box frame */
Surface icons_img; /**< image containing all possible icons used in dialogs */
Sprite end_lines_sprite; /**< sprite displayed when 3 lines are finished */
// position of the images
Rectangle box_src_position; /**< rectangle of the dialog box in its source image */
Rectangle box_dst_position; /**< destination rectangle of the dialog box image */
Rectangle question_src_position; /**< rectangle of the question icon in the source image */
Rectangle question_dst_position; /**< destination rectangle of the question image (depends on the answer currently selected) */
Rectangle icon_dst_position; /**< destination rectangle of the icon */
void set_vertical_position(VerticalPosition vertical_position);
void show_more_lines();
void show_next_dialog();
bool is_full();
bool has_more_lines();
void close();
void action_key_pressed();
void sword_key_pressed();
void up_or_down_key_pressed();
void update_lines();
void add_character();
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