/* 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_UITEXT_H #define WINTERMUTE_UITEXT_H #include "engines/wintermute/ui/ui_object.h" namespace Wintermute { class UIText : public UIObject { private: bool sizeToFit(); public: virtual bool display(int offsetX, int offsetY); DECLARE_PERSISTENT(UIText, UIObject) UIText(BaseGame *inGame = nullptr); virtual ~UIText(); TTextAlign _textAlign; TVerticalAlign _verticalAlign; 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