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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#ifndef WINTERMUTE_UIWINDOW_H
+#define WINTERMUTE_UIWINDOW_H
+
+
+#include "engines/wintermute/ui/ui_object.h"
+#include "common/events.h"
+
+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);
+ UIWindow(BaseGame *inGame);
+ virtual ~UIWindow();
+ virtual bool handleKeypress(Common::Event *event, bool printable = false);
+ 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);
+
+ // scripting interface
+ virtual ScValue *scGetProperty(const Common::String &name);
+ virtual bool scSetProperty(const char *name, ScValue *value);
+ virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
+ virtual const char *scToString();
+};
+
+} // end of namespace Wintermute
+
+#endif