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45 init (mynpc, dlg_file, size);
50 string path = dlg_file;
51 string file = strrchr (dlg_file,
'.') ? strrchr (dlg_file,
'.') + 1 : dlg_file;
53 audio::play_wave (-1, 0);
72 set_background (*theme);
73 set_trans_background (
true);
89 ((
image*)face)->resize (64, 64);
95 name->set_font (*(fonts[0]));
97 ((
label*)name)->resize (64, 0);
98 name->set_form (label::AUTO_HEIGHT);
103 sel->set_scrollbar (*theme);
106 sel->set_mode (win_select::MODE_BRIGHTNESS);
107 sel->set_layout (win_container::LIST_LAYOUT);
108 sel->set_space_with_border (5);
109 sel->set_space_with_object (5);
110 sel->set_circle (
true);
111 sel->set_visible_scrollbar (
true);
120 sel->set_signal_connect (makeFunctor (*
this, &dialog_screen::on_select),
121 win_event::ACTIVATE_KEY);
127 set_focus_object (sel);
129 set_visible_border (
true);
130 set_visible_background (
true);
136 PyObject *args = PyTuple_New (2);
143 cout <<
"\n*** Error loading dialogue script " << file <<
"\n";
193 for (
string txt = dlg->
text (); txt !=
""; txt = dlg->
text (), i++)
196 l->set_font (i == 0 ? *fonts[dlg->
npc_color ()] : *fonts[1]);
198 ((
label*)l)->resize(190,0);
199 l->set_form(label::AUTO_HEIGHT);
203 cur_answers.push_back (l);
209 sel->set_default_object (cur_answers.front ());
214 cur_answers[0]->set_can_be_selected (
false);
215 sel->set_default_object (cur_answers[1]);
227 void dialog_screen::on_select ()
230 answer = sel->get_selected_position () - 1;
235 cur_answers.clear ();
240 void dialog_screen::insert_plugin ()
247 if (new_portrait == portrait)
return;
248 portrait = new_portrait;
250 if (new_portrait ==
"")
252 face->image::resize (64, 64);
253 face->fillrect (0, 0, 64, 64, 0x00ff00ff);
256 face->load_pnm(
string (
"gfx/portraits/") + new_portrait);
257 face->set_mask(
true);
264 if (new_name == name->text_string())
return;
266 name->set_text (new_name);
void set_activate(const bool b)
Set the activate parameter When a win_* is setup on, the keys queue is cleared.
void set_name(const string &new_name)
Changes the displayed NPC name.
void set_portrait(const string &new_portrait)
Changes the displayed NPC portrait.
void set_visible(const bool b)
Set the visible parameter.
void init(character_base *mynpc, char *dlg_file, u_int8 size=1)
Inits the dialogue engine (similar to a constructor call).
Stores objects of any kind.
u_int16 height() const
Returns the height of the drawing_area.
#define u_int32
32 bits long unsigned integer
The lowlevel dialog class.
bool init(string fpath, string name, PyObject *args)
Load and instanciate the dialog object.
static void show_traceback(void)
Dumps any error information to stderr.
const string & npc_name()
Returns the name to be displayed under the NPC's portrait.
Defines the python class. This file is named this way so it doesn't conflicts with Python....
Declares the gamedata and data classes.
static win_theme * get_theme(string name)
Returns a pointer to a theme.
void move(s_int16, s_int16)
Move the win_*.
void set_focus(const bool b)
Set the focus parameter.
void run(u_int32 index)
Run the dialogue.
string text()
Iterates over the dialogue's text.
#define u_int8
8 bits long unsigned integer
void set_npc(const string &new_npc)
Changes the whole NPC.
virtual void move(s_int16 tx, s_int16 ty)
Move the win_*.
const string & npc_portrait()
Returns the image to be displayed next to the NPC's speech.
Declares the win_manager class.
~dialog_screen()
Destructor.
Base character class containing attributes and dialog stuff.
Declares the dialog_screen class.
Declares the image class.
Image manipulation class.
void resize(u_int16, u_int16)
Rezise the win_*.
void run()
Execute one step of the dialogue.
u_int32 text_size()
Returns the number of text lines available at this point of the dialoge.
virtual bool update()
Update process.
static PyObject * pass_instance(void *instance, const char *class_name)
Magic function that makes any C object available to Python!
bool update()
React to (keyboard) input.
dialog_screen(character_base *mynpc, char *dlg_file, u_int8 size=1)
Constructor.
string get_portrait() const
Returns the current portrait of the character.
string get_name() const
Returns the name of the character.
u_int32 npc_color()
Returns the color to be used for displaying the NPC's speech.
A* pathfinding algorithm implementation class.
static win_font * get_font(string name)
Returns a pointer to a font.