/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
// Description : Interface of the DialogSystem [mainly for Editor->CryAction]
#ifndef CRYINCLUDE_CRYCOMMON_IDIALOGSYSTEM_H
#define CRYINCLUDE_CRYCOMMON_IDIALOGSYSTEM_H
#pragma once
struct IDialogScriptIterator
{
struct SDialogScript
{
const char* id;
const char* desc;
int numRequiredActors;
int numLines;
bool bIsLegacyExcel;
};
//
virtual ~IDialogScriptIterator(){}
virtual void AddRef() = 0;
virtual void Release() = 0;
virtual bool Next(SDialogScript&) = 0;
//
};
typedef _smart_ptr IDialogScriptIteratorPtr;
struct IDialogSystem
{
//
virtual ~IDialogSystem(){}
virtual bool Init() = 0;
virtual void Update(const float dt) = 0;
virtual void Reset(bool bUnload) = 0;
virtual bool ReloadScripts(const char* levelName) = 0;
virtual IDialogScriptIteratorPtr CreateScriptIterator() = 0;
// Returns if entity is currently playing a dialog
virtual bool IsEntityInDialog(EntityId entityId) const = 0;
//
};
#endif // CRYINCLUDE_CRYCOMMON_IDIALOGSYSTEM_H