/* * 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