scummvm/engines/wintermute/ui/ui_entity.h
2021-12-26 18:48:43 +01:00

60 lines
1.9 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_UIENTITY_H
#define WINTERMUTE_UIENTITY_H
#include "engines/wintermute/ui/ui_object.h"
namespace Wintermute {
class AdEntity;
class UIEntity : public UIObject {
public:
DECLARE_PERSISTENT(UIEntity, UIObject)
UIEntity(BaseGame *inGame);
~UIEntity() override;
bool loadFile(const char *filename);
bool loadBuffer(char *buffer, bool complete);
bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
bool display() override { return display(0, 0); }
bool display(int offsetX, int offsetY) override;
bool setEntity(const char *filename);
// scripting interface
ScValue *scGetProperty(const Common::String &name) override;
bool scSetProperty(const char *name, ScValue *value) override;
bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
const char *scToString() override;
private:
AdEntity *_entity;
};
} // End of namespace Wintermute
#endif