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

65 lines
1.8 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_ADINVENTORYBOX_H
#define WINTERMUTE_ADINVENTORYBOX_H
#include "engines/wintermute/base/base_object.h"
#include "common/rect.h"
namespace Wintermute {
class UIButton;
class UIWindow;
class AdInventoryBox : public BaseObject {
public:
bool _hideSelected;
DECLARE_PERSISTENT(AdInventoryBox, BaseObject)
bool _visible;
bool display() override;
UIButton *_closeButton;
int32 _spacing;
int32 _scrollOffset;
Rect32 _itemsArea;
bool listen(BaseScriptHolder *param1, uint32 param2) override;
UIWindow *_window;
AdInventoryBox(BaseGame *inGame);
~AdInventoryBox() override;
bool loadFile(const char *filename);
bool loadBuffer(char *buffer, bool complete = true);
bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
private:
bool _exclusive;
int32 _scrollBy;
int32 _itemHeight;
int32 _itemWidth;
};
} // End of namespace Wintermute
#endif