/* 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_UIWINDOW_H #define WINTERMUTE_UIWINDOW_H #include "engines/wintermute/ui/ui_object.h" #include "common/events.h" namespace Wintermute { class UIButton; class BaseViewport; class UIWindow : public UIObject { uint32 _fadeColor; public: bool getWindowObjects(BaseArray &Objects, bool InteractiveOnly); bool _pauseMusic; void cleanup(); virtual void makeFreezable(bool freezable); BaseViewport *_viewport; bool _clipContents; bool _inGame; bool _isMenu; bool _fadeBackground; virtual bool handleMouseWheel(int delta); UIWindow *_shieldWindow; UIButton *_shieldButton; bool close(); bool goSystemExclusive(); bool goExclusive(); TWindowMode _mode; bool moveFocus(bool forward = true); virtual bool handleMouse(TMouseEvent Event, TMouseButton Button); Point32 _dragFrom; bool _dragging; DECLARE_PERSISTENT(UIWindow, UIObject) bool _transparent; bool showWidget(const char *name, bool visible = true); bool enableWidget(const char *name, bool enable = true); Rect32 _titleRect; Rect32 _dragRect; virtual bool display(int offsetX = 0, int offsetY = 0); UIWindow(BaseGame *inGame); virtual ~UIWindow(); virtual bool handleKeypress(Common::Event *event, bool printable = false); BaseArray _widgets; TTextAlign _titleAlign; bool loadFile(const char *filename); bool loadBuffer(byte *buffer, bool complete = true); UITiledImage *_backInactive; BaseFont *_fontInactive; BaseSprite *_imageInactive; virtual bool listen(BaseScriptHolder *param1, uint32 param2); 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