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author | Tobia Tesan | 2013-09-20 01:25:41 +0200 |
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committer | Tobia Tesan | 2013-09-21 23:22:12 +0200 |
commit | b033850e8a07595dee479a37d50e87a828be356c (patch) | |
tree | 2af686316335e36d4c73404354022a500575f46f | |
parent | 38369687fe3c0876f7f428fc8eee0b37c9f45579 (diff) | |
download | scummvm-rg350-b033850e8a07595dee479a37d50e87a828be356c.tar.gz scummvm-rg350-b033850e8a07595dee479a37d50e87a828be356c.tar.bz2 scummvm-rg350-b033850e8a07595dee479a37d50e87a828be356c.zip |
WINTERMUTE: Keep attributes in UIWindow private
-rw-r--r-- | engines/wintermute/base/base_game.cpp | 4 | ||||
-rw-r--r-- | engines/wintermute/ui/ui_window.cpp | 10 | ||||
-rw-r--r-- | engines/wintermute/ui/ui_window.h | 47 |
3 files changed, 40 insertions, 21 deletions
diff --git a/engines/wintermute/base/base_game.cpp b/engines/wintermute/base/base_game.cpp index b2c05d271d..62ce64b749 100644 --- a/engines/wintermute/base/base_game.cpp +++ b/engines/wintermute/base/base_game.cpp @@ -3031,7 +3031,7 @@ bool BaseGame::displayWindows(bool inGame) { // display all windows for (uint32 i = 0; i < _windows.size(); i++) { - if (_windows[i]->_visible && _windows[i]->_inGame == inGame) { + if (_windows[i]->_visible && _windows[i]->getInGame() == inGame) { res = _windows[i]->display(); if (DID_FAIL(res)) { @@ -3131,7 +3131,7 @@ bool BaseGame::focusWindow(UIWindow *window) { _gameRef->_focusedWindow = window; } - if (window->_mode == WINDOW_NORMAL && prev != window && _gameRef->validObject(prev) && (prev->_mode == WINDOW_EXCLUSIVE || prev->_mode == WINDOW_SYSTEM_EXCLUSIVE)) { + if (window->getMode() == WINDOW_NORMAL && prev != window && _gameRef->validObject(prev) && (prev->getMode() == WINDOW_EXCLUSIVE || prev->getMode() == WINDOW_SYSTEM_EXCLUSIVE)) { return focusWindow(prev); } else { return STATUS_OK; diff --git a/engines/wintermute/ui/ui_window.cpp b/engines/wintermute/ui/ui_window.cpp index 9066ee9f5b..e8acd11a2c 100644 --- a/engines/wintermute/ui/ui_window.cpp +++ b/engines/wintermute/ui/ui_window.cpp @@ -1442,4 +1442,14 @@ bool UIWindow::getWindowObjects(BaseArray<UIObject *> &objects, bool interactive return STATUS_OK; } +bool UIWindow::getInGame() { + return _inGame; +} + +TWindowMode UIWindow::getMode() { + return _mode; +} + + + } // End of namespace Wintermute diff --git a/engines/wintermute/ui/ui_window.h b/engines/wintermute/ui/ui_window.h index 8a726fdff8..9175e3cde8 100644 --- a/engines/wintermute/ui/ui_window.h +++ b/engines/wintermute/ui/ui_window.h @@ -38,47 +38,32 @@ namespace Wintermute { class UIButton; class BaseViewport; class UIWindow : public UIObject { - uint32 _fadeColor; public: bool getWindowObjects(BaseArray<UIObject *> &Objects, bool InteractiveOnly); - bool _pauseMusic; void cleanup(); virtual void makeFreezable(bool freezable); - BaseViewport *_viewport; - bool _clipContents; - bool _inGame; - bool _isMenu; - bool _fadeBackground; virtual bool handleMouseWheel(int delta); - UIWindow *_shieldWindow; - UIButton *_shieldButton; + bool close(); bool goSystemExclusive(); bool goExclusive(); - TWindowMode _mode; bool moveFocus(bool forward = true); virtual bool handleMouse(TMouseEvent Event, TMouseButton Button); - Point32 _dragFrom; - bool _dragging; DECLARE_PERSISTENT(UIWindow, UIObject) - bool _transparent; bool showWidget(const char *name, bool visible = true); bool enableWidget(const char *name, bool enable = true); - Rect32 _titleRect; - Rect32 _dragRect; + virtual bool display(int offsetX = 0, int offsetY = 0) override; UIWindow(BaseGame *inGame); virtual ~UIWindow(); virtual bool handleKeypress(Common::Event *event, bool printable = false) override; BaseArray<UIObject *> _widgets; - TTextAlign _titleAlign; + bool loadFile(const char *filename); bool loadBuffer(byte *buffer, bool complete = true); - UITiledImage *_backInactive; - BaseFont *_fontInactive; - BaseSprite *_imageInactive; + virtual bool listen(BaseScriptHolder *param1, uint32 param2); virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent) override; @@ -87,6 +72,30 @@ public: virtual bool scSetProperty(const char *name, ScValue *value) override; virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override; virtual const char *scToString(); + + bool getInGame(); + TWindowMode getMode(); + +private: + bool _pauseMusic; + BaseViewport *_viewport; + bool _clipContents; + bool _inGame; + bool _isMenu; + bool _fadeBackground; + TWindowMode _mode; + Point32 _dragFrom; + bool _dragging; + bool _transparent; + uint32 _fadeColor; + UIWindow *_shieldWindow; + UIButton *_shieldButton; + Rect32 _titleRect; + Rect32 _dragRect; + UITiledImage *_backInactive; + BaseFont *_fontInactive; + BaseSprite *_imageInactive; + TTextAlign _titleAlign; }; } // End of namespace Wintermute |