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/* 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<UIObject *> &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<UIObject *> _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 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
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