78 lines
2.6 KiB
C++
78 lines
2.6 KiB
C++
#pragma once
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#include "dialogue/DialogueOverlay.h"
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#include "dialogue/DialogueRuntime.h"
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#include "cutscene/CutsceneDatabase.h"
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#include "cutscene/CutsceneOverlay.h"
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#include "cutscene/CutsceneRuntime.h"
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#include "quest/QuestJournal.h"
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#include <SDL.h>
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#include <functional>
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#include <string>
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namespace ZL::Dialogue {
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class DialogueSystem {
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public:
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bool init(Renderer& renderer, const std::string& zipFile = "");
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bool loadDatabase(const std::string& path);
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bool loadCutsceneDatabase(const std::string& path);
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void update(int deltaMs);
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void draw(Renderer& renderer);
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bool handleKeyDown(SDL_Keycode key);
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void handlePointerDown(float x, float y);
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void handlePointerMoved(float x, float y);
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bool handlePointerReleased(float x, float y);
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bool startDialogue(const std::string& dialogueId);
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bool startCutscene(const std::string& cutsceneId);
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void skipCutscene();
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void setOnCutsceneStarted(std::function<void()> cb);
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void setOnCutsceneFinished(std::function<void(const std::string&)> cb);
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void setOnCutsceneFinishedExtra(std::function<void(const std::string&)> cb);
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void setOnDialogueLineStarted(std::function<void(const std::string&)> cb);
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void setOnCutsceneLineStarted(std::function<void(const std::string&)> cb);
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void setOnCutsceneFadeInComplete(std::function<void(const std::string&)> cb);
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void setOnChatBubbleReady(std::function<void(const std::string&, bool)> cb);
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void setOnDialogueAdvanced(std::function<void()> cb);
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void stopDialogue();
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bool isActive() const { return dialogueRuntime.isActive() || cutsceneRuntime.isActive(); }
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bool blocksGameplayInput() const { return isActive(); }
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void setFlag(const std::string& name, int value) { dialogueRuntime.setFlag(name, value); }
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int getFlag(const std::string& name) const { return dialogueRuntime.getFlag(name); }
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void setGlobalFlagStore(std::unordered_map<std::string, int>* store) {
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dialogueRuntime.setGlobalFlagStore(store);
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}
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void setQuestJournal(Quest::QuestJournal* journal) {
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dialogueRuntime.setQuestJournal(journal);
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}
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private:
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DialogueDatabase database;
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DialogueRuntime dialogueRuntime;
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DialogueOverlay dialogueOverlay;
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ZL::Cutscene::CutsceneDatabase cutsceneDatabase;
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ZL::Cutscene::CutsceneRuntime cutsceneRuntime;
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ZL::Cutscene::CutsceneOverlay cutsceneOverlay;
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std::function<void()> onDialogueAdvancedCallback;
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std::function<void()> onCutsceneStartedCallback;
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std::function<void(const std::string&)> onCutsceneFinishedCallback;
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std::function<void(const std::string&)> onCutsceneFinishedExtraCallback;
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// Pending node to resume after an inline cutscene finishes.
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std::string pendingNodeAfterCutscene;
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void onCutsceneFinishedInternal(const std::string& id);
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};
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} // namespace ZL::Dialogue
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