35 static void display(
const std::string& scenario_name,
const config& story)
42 }
catch(
const std::out_of_range&) {}
46 virtual void update()
override;
49 virtual const std::string&
window_id()
const override;
61 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()
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)
virtual void pre_show() override
Actions to be taken before showing the window.
void nav_button_callback(NAV_DIRECTION direction)
virtual void post_show() override
Actions to be taken after the window has been shown.
void update_current_part_ptr()
std::vector< storyscreen::floating_image > floating_image_list
void key_press_callback(const SDL_Keycode key)
std::shared_ptr< part > part_pointer_type
Definitions for the interface to Wesnoth Markup Language (WML).
Storyscreen controller (interface).
Storyscreen parts and floating images representation.