/* 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_UIENTITY_H #define WINTERMUTE_UIENTITY_H #include "UIObject.h" namespace WinterMute { class CAdEntity; class CUIEntity : public CUIObject { public: DECLARE_PERSISTENT(CUIEntity, CUIObject) CUIEntity(CBGame *inGame); virtual ~CUIEntity(); bool loadFile(const char *filename); bool loadBuffer(byte *buffer, bool complete); virtual bool saveAsText(CBDynBuffer *buffer, int indent); virtual bool display(int offsetX = 0, int offsetY = 0); CAdEntity *_entity; bool setEntity(const char *filename); // scripting interface virtual CScValue *scGetProperty(const char *name); virtual bool scSetProperty(const char *name, CScValue *value); virtual bool scCallMethod(CScScript *script, CScStack *stack, CScStack *thisStack, const char *name); virtual const char *scToString(); }; } // end of namespace WinterMute #endif