wesnoth/src/intro.hpp
Ignacio R. Morelle aa6b0a82b7 Enabled compilation of the experimental storyscreen code by default.
* It is disabled at runtime unless the (purposefully undocumented)
  switch --shadowm-storyscreen is passed to the game's command line.

* Doxygen.
2009-03-31 16:51:39 +00:00

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1.6 KiB
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/* $Id$ */
/*
Copyright (C) 2003 - 2009 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License version 2
or at your option any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
/** @file intro.hpp */
#ifndef INTRO_HPP_INCLUDED
#define INTRO_HPP_INCLUDED
class config;
class vconfig;
class display;
#include "SDL.h"
#include <string>
/**
* Function to show an introduction sequence using story WML.
* The WML config data has a format similar to:
* @code
* [part]
* id='id'
* story='story'
* image='img'
* [/part]
* @endcode
* Where 'id' is a unique identifier, 'story' is text describing the
* storyline,and 'img' is a background image. Each part of the sequence will
* be displayed in turn, with the user able to go to the next part, or skip
* it entirely.
*/
void show_intro(display &disp, const vconfig& data, const config& level);
/**
* Displays a simple fading screen with any user-provided text.
* Used after the end of single-player campaigns.
*
* @param text Text to display, centered on the screen.
*
* @param duration In milliseconds, for how much time the text will
* be displayed on screen.
*/
void the_end(display &disp, std::string text, unsigned int duration);
/**
* Enables/disables the new (work in progress) story screen
* code.
*/
void set_new_storyscreen(bool enabled);
#endif /* ! INTRO_HPP_INCLUDED */