/* 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_ADITEM_H #define WINTERMUTE_ADITEM_H #include "engines/wintermute/ad/ad_talk_holder.h" namespace Wintermute { class AdItem : public AdTalkHolder { using Wintermute::AdObject::display; public: bool update(); DECLARE_PERSISTENT(AdItem, AdTalkHolder) bool display(int x, int y); bool getExtendedFlag(const char *flagName); bool _inInventory; bool _cursorCombined; BaseSprite *_spriteHover; BaseSprite *_cursorNormal; BaseSprite *_cursorHover; AdItem(BaseGame *inGame); virtual ~AdItem(); bool loadFile(const char *filename); bool loadBuffer(char *buffer, bool complete = true); // scripting interface virtual ScValue *scGetProperty(const Common::String &name) override; 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() override; private: bool _displayAmount; int32 _amount; int32 _amountOffsetX; int32 _amountOffsetY; TTextAlign _amountAlign; char *_amountString; }; } // End of namespace Wintermute #endif