Storyscreen controller (wrapper interface). More...
#include "global.hpp"#include "foreach.hpp"#include "variable.hpp"#include "storyscreen/interface.hpp"#include "storyscreen/controller.hpp"#include "display.hpp"#include "game_events.hpp"#include "gettext.hpp"#include "intro.hpp"#include "language.hpp"#include "log.hpp"#include "sound.hpp"#include "text.hpp"#include "stub.hpp"
Go to the source code of this file.
Defines | |
| #define | LOG_NG LOG_STREAM(info, log_engine) |
Functions | |
| void | show_story (display &disp, const std::string &scenario_name, const config::const_child_itors &story) |
| Function to show an introduction sequence segment using story WML. | |
| void | show_endscreen (display &, const t_string &, unsigned int) |
| Displays a simple fading screen with any user-provided text. | |
Variables | |
| static lg::log_domain | log_engine ("engine") |
Storyscreen controller (wrapper interface).
Definition in file interface.cpp.
| #define LOG_NG LOG_STREAM(info, log_engine) |
Definition at line 38 of file interface.cpp.
Referenced by show_endscreen().
Displays a simple fading screen with any user-provided text.
Used after the end of single-player campaigns.
| text | Text to display, centered on the screen. | |
| duration | In milliseconds, for how much time the text will be displayed on screen. |
Definition at line 92 of file interface.cpp.
Referenced by the_end().

| void show_story | ( | display & | disp, | |
| const std::string & | scenario_name, | |||
| const config::const_child_itors & | story | |||
| ) |
Function to show an introduction sequence segment using story WML.
The WML config data (story_cfg) has a format similar to:
[part]
id='id'
story='story'
image='img'
[/part]
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.
Definition at line 57 of file interface.cpp.
References storyscreen::BACK, storyscreen::NEXT, storyscreen::QUIT, and storyscreen::controller::show().
Referenced by playsingle_controller::play_scenario().


lg::log_domain log_engine("engine") [static] |
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