/* 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_UIEDIT_H #define WINTERMUTE_UIEDIT_H #include "engines/wintermute/persistent.h" #include "engines/wintermute/ui/ui_object.h" #include "common/events.h" namespace Wintermute { class BaseFont; class UIEdit : public UIObject { public: DECLARE_PERSISTENT(UIEdit, UIObject) int _maxLength; int insertChars(int pos, byte *chars, int num); int deleteChars(int start, int end); bool _cursorVisible; uint32 _lastBlinkTime; virtual bool display(int offsetX, int offsetY); virtual bool handleKeypress(Common::Event *event, bool printable = false); int _scrollOffset; int _frameWidth; uint32 _cursorBlinkRate; void setCursorChar(const char *character); char *_cursorChar; int _selEnd; int _selStart; BaseFont *_fontSelected; UIEdit(BaseGame *inGame); virtual ~UIEdit(); 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 char *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