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

102 lines
2.9 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_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 {
public:
bool getWindowObjects(BaseArray<UIObject *> &Objects, bool InteractiveOnly);
void cleanup();
void makeFreezable(bool freezable) override;
bool handleMouseWheel(int32 delta) override;
bool close();
bool goSystemExclusive();
bool goExclusive();
bool moveFocus(bool forward = true);
bool handleMouse(TMouseEvent Event, TMouseButton Button) override;
DECLARE_PERSISTENT(UIWindow, UIObject)
bool showWidget(const char *name, bool visible = true);
bool enableWidget(const char *name, bool enable = true);
bool display(int offsetX = 0, int offsetY = 0) override;
UIWindow(BaseGame *inGame);
~UIWindow() override;
bool handleKeypress(Common::Event *event, bool printable = false) override;
BaseArray<UIObject *> _widgets;
bool loadFile(const char *filename);
bool loadBuffer(char *buffer, bool complete = true);
bool listen(BaseScriptHolder *param1, uint32 param2) override;
bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
// 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;
bool getInGame() const;
TWindowMode getMode() const;
private:
bool _pauseMusic;
BaseViewport *_viewport;
bool _clipContents;
bool _inGame;
bool _isMenu;
bool _fadeBackground;
TWindowMode _mode;
Point32 _dragFrom;
bool _dragging;
bool _transparent;
uint32 _fadeColor;
UIWindow *_shieldWindow;
UIButton *_shieldButton;
Rect32 _titleRect;
Rect32 _dragRect;
UITiledImage *_backInactive;
BaseFont *_fontInactive;
BaseSprite *_imageInactive;
TTextAlign _titleAlign;
};
} // End of namespace Wintermute
#endif