/* 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 3 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, see . * */ #include "tetraedge/game/inventory_object.h" namespace Tetraedge { InventoryObject::InventoryObject() { } void InventoryObject::load(const Common::String &newName) { setSizeType(RELATIVE_TO_PARENT); setSize(TeVector3f32(1.0f, 1.0f, 1.0f)); _gui.load("Inventory/InventoryObject.lua"); addChild(_gui.layoutChecked("object")); setName(newName); _gui.spriteLayoutChecked("upLayout")->load(spritePath()); TeButtonLayout *btn = _gui.buttonLayoutChecked("object"); btn->onMouseClickValidated().add(this, &InventoryObject::onButtonDown); // TODO: btn->setDoubleValidationProtectionEnabled(false) } Common::Path InventoryObject::spritePath() { return Common::Path("Inventory/Objects").join(name()).append(".png"); } bool InventoryObject::onButtonDown() { _selectedSignal.call(*this); return false; } } // end namespace Tetraedge