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