Files
wagic/projects/mtg/include/StoryFlow.h
wagic.the.homebrew@gmail.com d5be045859 Erwan
- Adding (dead) code for Story mode. This is FAR from being ready so it's deactivated in the code. I just don't want to create a branch (I'm lazy) and I'm fed up with synching. My Goal is to have a tutorial ready with this for the release after this one. If you want to test it (Note: the sample story is not interesting at ALL), just look for "Story mode" and uncomment (3 occurrences). PSP Or Linux need additions to the Makefile...
2010-02-16 10:55:03 +00:00

86 lines
1.6 KiB
C++

#ifndef _STORYFLOW_H_
#define _STORYFLOW_H_
#include <string>
#include <map>
#include <vector>
using namespace std;
#include "../../../JGE/src/TinyXML/tinyxml.h"
#include <JGui.h>
class GameObserver;
#define CAMPAIGNS_FOLDER "Res/campaigns/"
class StoryChoice:public JGuiObject {
public:
string pageId;
string text;
int mX;
int mY;
bool mHasFocus;
float mScale;
float mTargetScale;
StoryChoice(string id, string text, int JGOid, float mX, float mY, bool hasFocus);
void Render();
void Update(float dt);
void Entering();
bool Leaving(u32 key);
bool ButtonPressed();
bool hasFocus();
virtual ostream& toString(ostream& out) const;
};
class StoryFlow;
class StoryPage {
public:
StoryFlow * mParent;
StoryPage(StoryFlow * mParent);
virtual void Update(float dt)=0;
virtual void Render()=0;
virtual ~StoryPage(){};
};
class StoryDialog:public StoryPage, public JGuiListener,public JGuiController {
private:
string text;
public:
StoryDialog(TiXmlElement* el,StoryFlow * mParent);
void Update(float dt);
void Render();
void ButtonPressed(int,int);
};
class Rules;
class StoryDuel:public StoryPage {
public:
string pageId;
string onWin, onLose;
GameObserver * game;
Rules * rules;
StoryDuel(TiXmlElement* el,StoryFlow * mParent);
virtual ~StoryDuel();
void Update(float dt);
void Render();
void init();
};
class StoryFlow{
private:
map<string,StoryPage *>pages;
bool parse(string filename);
StoryPage * loadPage(TiXmlElement* element);
public:
string currentPageId;
string folder;
StoryFlow(string folder);
~StoryFlow();
bool gotoPage(string id);
void Update(float dt);
void Render();
};
#endif