124 lines
3.4 KiB
C++
124 lines
3.4 KiB
C++
// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "visualnovel/ui/VisualNovelTextbox.hpp"
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#include "visualnovel/ui/VisualNovelFader.hpp"
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namespace Dawn {
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class IVisualNovelEvent;
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class VisualNovelManager : public SceneItemComponent {
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private:
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IVisualNovelEvent* currentEvent = nullptr;
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public:
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UICanvas *uiCanvas = nullptr;
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VisualNovelTextbox *textBox = nullptr;
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VisualNovelFader *fader = nullptr;
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AudioSource *audioBackground = nullptr;
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AudioSource *audioCharacter = nullptr;
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/** Event listener for unpaused scene updates. */
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void onUnpausedUpdate();
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/**
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* Constructs a visual novel manager, scene item component.
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*
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* @param item Item that the VN manager belongs to.
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*/
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VisualNovelManager(SceneItem *item);
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/**
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* Sets the currently active visual novel event. This is assumed to be
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* the only way to handle events (no multiples currently).
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*
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* @param event Event to set.
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*/
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template <class T>
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T * setEvent(T *event) {
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auto oldCurrent = this->currentEvent;
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this->currentEvent = event;
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if(this->hasInitialized && event != nullptr) event->start(oldCurrent);
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delete oldCurrent;
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return event;
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}
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/**
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* Override to the SceneItemComponent on start event.
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*
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*/
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void onStart() override;
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/**
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* Dispose / Cleanup the VN manager.
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*
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*/
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~VisualNovelManager();
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friend class IVisualNovelEvent;
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};
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class IVisualNovelEvent {
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protected:
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VisualNovelManager *manager;
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IVisualNovelEvent *doNext = nullptr;
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bool_t hasStarted = false;
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virtual void onStart(IVisualNovelEvent *previous) = 0;
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virtual bool_t onUpdate() = 0;
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virtual void onEnd() = 0;
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public:
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IVisualNovelEvent(VisualNovelManager *manager);
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/**
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* Chains an event to be executed after this event has finished.
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*
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* @param next Event to process next.
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* @return Whatever you pass in to next.
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*/
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template<class T>
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T * then(T *next) {
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this->doNext = next;
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return next;
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}
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/**
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* Begins this visual novel event, internally updates some flags and
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* calls the event to do its own start logic.
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*
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* @param previous Previous event, this is for doing logic based chains.
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*/
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void start(IVisualNovelEvent *previous);
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/**
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* Performs a tick on this event. The event can then decide whether or not
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* it has finished processing.
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*
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* @return True if the event is still active, otherwise false.
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*/
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bool_t update();
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/**
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* End this current event. Returns the "next event" to process. Most of
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* the events can handle this with the simple ->then() chaining, but some
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* events may chose to do complex if-style logic.
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*
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* @return Event to run next.
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*/
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IVisualNovelEvent * end();
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/**
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* Dispose the VN event.
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*/
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virtual ~IVisualNovelEvent();
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friend class VisualNovelManager;
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};
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} |