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73 lines
2.4 KiB
C++
73 lines
2.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_UIEDIT_H
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#define WINTERMUTE_UIEDIT_H
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#include "engines/wintermute/persistent.h"
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#include "engines/wintermute/ui/ui_object.h"
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#include "common/events.h"
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namespace WinterMute {
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class BaseFont;
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class UIEdit : public UIObject {
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public:
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DECLARE_PERSISTENT(UIEdit, UIObject)
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int _maxLength;
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int insertChars(int pos, byte *chars, int num);
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int deleteChars(int start, int end);
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bool _cursorVisible;
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uint32 _lastBlinkTime;
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virtual bool display(int offsetX, int offsetY);
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virtual bool handleKeypress(Common::Event *event, bool printable = false);
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int _scrollOffset;
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int _frameWidth;
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uint32 _cursorBlinkRate;
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void setCursorChar(const char *character);
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char *_cursorChar;
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int _selEnd;
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int _selStart;
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BaseFont *_fontSelected;
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UIEdit(BaseGame *inGame);
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virtual ~UIEdit();
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bool loadFile(const char *filename);
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bool loadBuffer(byte *buffer, bool complete = true);
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virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent);
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// scripting interface
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virtual ScValue *scGetProperty(const char *name);
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virtual bool scSetProperty(const char *name, ScValue *value);
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virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
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virtual const char *scToString();
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};
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} // end of namespace WinterMute
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#endif
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