scummvm/engines/tetraedge/game/inventory_object.cpp
2023-12-24 13:19:25 +01:00

51 lines
1.7 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/>.
*
*/
#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