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LxS::Game::DialogueLine Class Reference

displayable component for dialogue line More...

Inheritance diagram for LxS::Game::DialogueLine:
Inheritance graph
Collaboration diagram for LxS::Game::DialogueLine:
Collaboration graph

Public Types

enum  Rendermode { ForReal, ForCoords3D, ForCoordsGame }
 purpose of rendering. ForReal is "to display", ForCoords3D is "to determine where user has clicked" More...

Public Member Functions

 DialogueLine (MapWindowOverlay *_overlay, Character *_protag, Character *_adversary, bool _protag_said_it, Map *_currentMap)
void Released (float x, float y)
void Initialize ()
 load resources, prepare to display
void SetFontColor (float _r, float _g, float _b)
 set color of font More...
void SetFontHeight (float h)
 font size
void SetBackground (const std::string &bg)
 Set background of an label.
void MovementHandler ()
 rearrange after movement
void ResizeHandler ()
 rearrange after resizing
void UnloadResources ()
 free resources to save some space
void SetText (const std::string &t)
 set text to be displayed and formatted
const std::string & GetText ()
 get label text
void Animate (float dt)
 some windows are animated
void Render (Rendermode mode)
 render something
virtual void Render (Renderable::Rendermode mode)
 rendering routine of a window
unsigned long GetTexelsCount ()
 sum of dimensionsxdepths of all textures
unsigned long GetFacesCount ()
 all 3D faces
WindowGetRoot ()
 recursive GetParent;
WindowGetParent ()
 Return parent window.
virtual void AttachChild (Window *child)
 attach child
virtual void DetachChild (Window *child)
 detach particular child
virtual void ReplaceChild (Window *old_child, Window *new_child)
 replace child. new is emplaced at position right before old one
virtual void SaveFile ()
 for autosave routine or else
float GetX ()
 return position x (from bottom left corner)
float GetY ()
 return position y (from bottom left corner)
float GetWidth ()
 return height of the window
float GetHeight ()
 return width of the window
virtual float SetX (float f)
 set position x (from bottom left corner)
virtual float SetY (float f)
 set position y (from bottom left corner)
virtual float SetWidth (float f)
 set width of the window
virtual float SetHeight (float f)
 set height of the window
virtual void SetWH (float w, float h)
 set width and height of the window
virtual void SetYX (float y, float x)
 set position - both coords (from bottom left corner)
virtual void JoystickAxes (int Axis, const float *direction)
virtual void SetParent (Window *_parent)
 set pointer to parent window
virtual void Maximize ()
virtual void Clicked (float x, float y)
virtual void Dragged (float x, float y)
virtual void DraggedAngle (float x, float y)
 as degrees given current camera angle!
virtual void MenuButtonPressed ()
 menu button - on android phone (no such button on iphone)
virtual void BackButtonPressed ()
 back button - on android phone (no such button on iphone)
virtual void Refresh ()
virtual void OnFocus ()
 window appears
float GetInitializedPercentage ()
 0= uninitialized; 100=ready; other? for progress bars
virtual void RefreshAssets ()
 To facilitate refreshing app after switching OpenGL Context (as in Android lifecycle)

Protected Member Functions

void PrepareText ()
 prepare text to be displayed
virtual void PositionBackground ()
 configure background position
void ReplaceSelf (Window *replacement)
 replace reference to this in parent window for a new window does not delete this from main memory - only swaps pointer in parent window

Protected Attributes

float configured_x
 configured x coordinate (for movement handling)
float configured_y
 configured y coordinate (for movement handling)
float configured_w
 configured width (for movement handling)
float configured_h
 configured height (for movement handling)
Rectangle2D * rect
std::string text
 text configured
float font_height
 font size
 font object
float r
 Text color - red.
float g
 Text color - green.
float b
 Text color - blue.
std::string background
 background image path
float initialized_percentage
 0-100; 0- just constructed; 100 - redy to render; 0-100 - for progressbar

Detailed Description

displayable component for dialogue line

Member Enumeration Documentation

purpose of rendering. ForReal is "to display", ForCoords3D is "to determine where user has clicked"


proper rendering for display


rendering for coordinate detection


for detection of ingame coordinate system - unused

Constructor & Destructor Documentation

LxS::Game::DialogueLine::DialogueLine ( MapWindowOverlay _overlay,
Character _protag,
Character _adversary,
bool  _protag_said_it,
Map _currentMap 


_overlaypointer to current map window overlay
_protagpointer to protagonist object
_adversarypointer to adversary object
_protag_said_it- set it to true if it is answer said by player character, false if it is sentence said by an NPC
_currentMap- pointer to current map

Member Function Documentation

void Window::Clicked ( float  x,
float  y 
void Window::Dragged ( float  x,
float  y 

object within window is dragged; coordinates from left-bottom corner of the window

Reimplemented in LxS::Windowing::VirtualKeypad, LxS::Game::MapWindow, LxS::Windowing::Form, LxS::Windowing::SplashWindow, LxS::Game::Help::Help, and LxS::Windowing::ContainerWindow.

virtual void LxS::Windowing::Window::JoystickAxes ( int  Axis,
const float *  direction 

axis-numbering: 0-1, left analog X-Y; 2-3, right analog 4-7 - nothing; 8 d-pad up; 9 dpad right; 10 dpad down; 11 dpad left 12 - l2, 13-r2, 14- l1, 15 - r1 16 - triangle, 17 - circle, 18 - cross, 19 - square; 20 - nothing

Reimplemented in LxS::Game::MapWindow, Labyrinth::Root, LxS::Windowing::Root, and SWCE::RaceSelectionForm.

void LxS::Game::DialogueLine::Released ( float  x,
float  y 

window was pressed and released; coordinates from left-bottom corner of the window

Reimplemented from LxS::Windowing::Window.

void LxS::Windowing::Label::SetFontColor ( float  _r,
float  _g,
float  _b 

set color of font


The documentation for this class was generated from the following file: