/* 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_ADRESPONSEBOX_H #define WINTERMUTE_ADRESPONSEBOX_H #include "engines/wintermute/base/base_object.h" namespace Wintermute { class UIButton; class UIWindow; class UIObject; class AdResponse; class AdResponseBox : public BaseObject { public: BaseObject *getNextAccessObject(BaseObject *CurrObject); BaseObject *getPrevAccessObject(BaseObject *CurrObject); bool getObjects(BaseArray &objects, bool interactiveOnly); bool handleResponse(AdResponse *response); void setLastResponseText(const char *text, const char *textOrig); char *_lastResponseText; char *_lastResponseTextOrig; DECLARE_PERSISTENT(AdResponseBox, BaseObject) ScScript *_waitingScript; virtual bool listen(BaseScriptHolder *param1, uint32 param2); typedef enum { EVENT_PREV, EVENT_NEXT, EVENT_RESPONSE } TResponseEvent; bool weedResponses(); bool display(); int _spacing; int _scrollOffset; BaseFont *_fontHover; BaseFont *_font; bool createButtons(); bool invalidateButtons(); void clearButtons(); void clearResponses(); AdResponseBox(BaseGame *inGame); virtual ~AdResponseBox(); BaseArray _responses; BaseArray _respButtons; UIWindow *_window; UIWindow *_shieldWindow; bool _horizontal; Rect32 _responseArea; int _verticalAlign; TTextAlign _align; bool loadFile(const char *filename); bool loadBuffer(byte *buffer, bool complete = true); virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent); }; } // end of namespace Wintermute #endif