Mercurial > molko
view librpg/rpg/message.h @ 148:c577c15df07f
misc: split libraries, closes #2496
author | David Demelier <markand@malikania.fr> |
---|---|
date | Thu, 15 Oct 2020 10:32:18 +0200 |
parents | libcore/core/message.h@b386d25832c8 |
children | fb306ed990f8 |
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/* * message.h -- message dialog * * Copyright (c) 2020 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #ifndef MOLKO_MESSAGE_H #define MOLKO_MESSAGE_H /** * \file message.h * \brief Message dialog. * \ingroup actions * \ingroup drawing * * This module's purpose is to show a dialog box into the screen to show text * and optionally ask the user a question. * * By itself, it is very low level and does not prevent other parts of the game * to use the input so you probably need to inhibit input if your dialog is * meant to be displayed on a map. * * To use it use the following procedure: * * 1. Create a struct message object and set required properties, * 2. Call \ref message_start to reset the state, * 3. Call \ref message_handle and \ref message_update with appropriate values, * 4. Call \ref message_draw to render the dialog. * * Depending on message flags or user input, step 3 may return true in this * case you should stop using the message as it has completed rendering. * * \note All properties must exist until the object is no longer used. * * \code * struct message msg = { * // You can show up to 6 lines. * .text = { * "Hello, what's up?" * }, * // This image will be shown on the left as user face. * .avatar = mysuperavatar, * // This should point to a image that is used as background. * .frame = mysuperframe, * // The first color is normal text, the second is for selected text * // in case of question. * .colors = { 0xffffffff, 0x0000ffff }, * // This indicates this message is a question. * .flags = MESSAGE_QUESTION * }; * \endcode */ #include <stdbool.h> #include <core/texture.h> struct action; struct font; struct theme; union event; /** * \brief Default animation speed in milliseconds. */ #define MESSAGE_DELAY_DEFAULT (150) /** * \brief Default timeout in milliseconds for automatic messages. */ #define MESSAGE_TIMEOUT_DEFAULT (5000) /** * \brief Message flags. */ enum message_flags { MESSAGE_FLAGS_AUTOMATIC = (1 << 0), /*!< Will automatically change state by itself. */ MESSAGE_FLAGS_QUESTION = (1 << 1), /*!< The message is a question. */ MESSAGE_FLAGS_FADEIN = (1 << 2), /*!< Animate opening. */ MESSAGE_FLAGS_FADEOUT = (1 << 3) /*!< Animate closing. */ }; /** * \brief Message state. */ enum message_state { MESSAGE_STATE_NONE, /*!< Message hasn't start yet or is finished */ MESSAGE_STATE_OPENING, /*!< Message animation is opening */ MESSAGE_STATE_SHOWING, /*!< Message is displaying */ MESSAGE_STATE_HIDING /*!< Message animation for hiding */ }; /** * \brief Message object. * * This structure is used to display a message into the screen. It does not own * any user properties and therefore must exist while using it. */ struct message { int x; /*!< (+) Position in x. */ int y; /*!< (+) Position in y. */ unsigned int w; /*!< (+) Width. */ unsigned int h; /*!< (+) Height. */ unsigned int delay; /*!< (+) Delay for animations. */ unsigned int timeout; /*!< (+) Timeout in milliseconds. */ const char *text[6]; /*!< (+) Lines of text to show. */ struct texture *avatar; /*!< (+&?) Avatar face. */ unsigned int index; /*!< (+) Line selected */ enum message_flags flags; /*!< (+) Message flags */ enum message_state state; /*!< (-) Current state */ struct theme *theme; /*!< (+&?) Theme to use. */ unsigned int elapsed; /*!< (-) Time elapsed. */ double scale; /*!< (-) Current scale [0-1]. */ }; /** * Start opening the message. This function will reset the message state and * elapsed time. * * \pre msg != NULL * \pre msg->delay > 0 if msg->flags contains MESSAGE_FLAGS_FADEIN or * MESSAGE_FLAGS_FADEOUT * \param msg the message */ void message_start(struct message *msg); /** * Handle input events. * * This function will alter state of the message and change its selection in * case of question. * * \pre msg != NULL * \pre ev != NULL * \param msg the message * \param ev the event which occured */ void message_handle(struct message *msg, const union event *ev); /** * Update the message state and elapsed time.. * * \pre msg != NULL * \param msg the message * \param ticks the elapsed delay since last frame * \return true if it has finished */ bool message_update(struct message *msg, unsigned int ticks); /** * Draw the message into the screen. * * \pre msg != NULL * \param msg the message */ void message_draw(struct message *msg); /** * Start hiding the message. * * \pre msg != NULL * \param msg the message * \note You should still continue to draw the message as the animation is not * finished! */ void message_hide(struct message *msg); /** * Convert message into an action. * * \pre msg != NULL * \pre action != NULL * \param msg the message to reference * \param action the action to fill */ void message_action(struct message *msg, struct action *action); #endif /* !MOLKO_MESSAGE_H */