/* 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 code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #ifndef SWORD25_PANEL_H #define SWORD25_PANEL_H #include "sword25/kernel/common.h" #include "sword25/gfx/renderobject.h" namespace Sword25 { class Panel : public RenderObject { friend class RenderObject; private: Panel(RenderObjectPtr parentPtr, int width, int height, uint color); Panel(InputPersistenceBlock &reader, RenderObjectPtr parentPtr, uint handle); public: virtual ~Panel(); uint getColor() const { return _color; } void setColor(uint color) { _color = color; forceRefresh(); } virtual bool persist(OutputPersistenceBlock &writer); virtual bool unpersist(InputPersistenceBlock &reader); protected: virtual bool doRender(); private: uint _color; }; } // End of namespace Sword25 #endif