Dawn/archive/visualnovel/VisualNovelManager.hpp

124 lines
3.4 KiB
C++

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