/* 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_UIBUTTON_H #define WINTERMUTE_UIBUTTON_H #include "engines/wintermute/ui/ui_object.h" #include "engines/wintermute/dctypes.h" // Added by ClassView namespace Wintermute { class UIButton : public UIObject { public: bool _pixelPerfect; bool _stayPressed; bool _centerImage; bool _oneTimePress; uint32 _oneTimePressTime; DECLARE_PERSISTENT(UIButton, UIObject) void press(); virtual bool display() { return display(0, 0); } virtual bool display(int offsetX, int offsetY); bool _press; bool _hover; void correctSize(); TTextAlign _align; BaseSprite *_imageHover; BaseSprite *_imagePress; BaseSprite *_imageDisable; BaseSprite *_imageFocus; BaseFont *_fontDisable; BaseFont *_fontPress; BaseFont *_fontHover; BaseFont *_fontFocus; UITiledImage *_backPress; UITiledImage *_backHover; UITiledImage *_backDisable; UITiledImage *_backFocus; UIButton(BaseGame *inGame = nullptr); virtual ~UIButton(); bool loadFile(const char *filename); bool loadBuffer(byte *buffer, bool complete = true); 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