34 static void display(
const std::string& scenario_name,
const config& story)
41 }
catch(
const std::out_of_range&) {}
45 virtual void update()
override;
48 virtual const std::string&
window_id()
const override;
60 void draw_floating_image(floating_image_list::const_iterator image_iter,
int this_part_index);
A config object defines a single node in a WML file, with access to child nodes.
Abstract base class for all modal dialogs.
bool show(const unsigned auto_close_time=0)
Shows the window.
Dialog to view the storyscreen.
story_viewer(const std::string &scenario_name, const config &cfg_parsed)
void flag_stack_as_dirty()
virtual void pre_show(window &window) override
Actions to be taken before showing the window.
virtual void post_show(window &window) override
Actions to be taken after the window has been shown.
static void display(const std::string &scenario_name, const config &story)
virtual const std::string & window_id() const override
The ID of the window to build.
storyscreen::controller controller_
void begin_fade_draw(bool fade_in)
bool game_was_already_hidden_
storyscreen::controller::part_pointer_type current_part_
virtual void update() override
top_level_drawable hook to animate the view
void draw_floating_image(floating_image_list::const_iterator image_iter, int this_part_index)
void nav_button_callback(NAV_DIRECTION direction)
void update_current_part_ptr()
std::vector< storyscreen::floating_image > floating_image_list
void key_press_callback(const SDL_Keycode key)
base class of top level items, the only item which needs to store the final canvases to draw on.
std::shared_ptr< part > part_pointer_type
Storyscreen controller (interface).
Storyscreen parts and floating images representation.