ScummVM API documentation
ui_button.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * This file is based on WME Lite.
24  * http://dead-code.org/redir.php?target=wmelite
25  * Copyright (c) 2011 Jan Nedoma
26  */
27 
28 #ifndef WINTERMUTE_UIBUTTON_H
29 #define WINTERMUTE_UIBUTTON_H
30 
31 
32 #include "engines/wintermute/ui/ui_object.h"
33 #include "engines/wintermute/dctypes.h" // Added by ClassView
34 
35 namespace Wintermute {
36 
37 class UIButton : public UIObject {
38 public:
39 
40  DECLARE_PERSISTENT(UIButton, UIObject)
41  void press();
42  bool display() override { return display(0, 0); }
43  bool display(int offsetX, int offsetY) override;
44 
45  void correctSize() override;
46 
47  UIButton(BaseGame *inGame = nullptr);
48  ~UIButton() override;
49  bool loadFile(const char *filename);
50  bool loadBuffer(char *buffer, bool complete = true);
51  bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
52 
53  // scripting interface
54  ScValue *scGetProperty(const Common::String &name) override;
55  bool scSetProperty(const char *name, ScValue *value) override;
56  bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
57  const char *scToString() override;
58 
59 
60  void setFontHover(BaseFont *font);
61  BaseFont *getFontHover();
62  void setFontPress(BaseFont *font);
63 
64  void setTextAlign(TTextAlign align);
65 
66  void setImageHover(BaseSprite *sprite);
67  void setImagePress(BaseSprite *sprite);
68 
69 private:
70  bool _pixelPerfect;
71  bool _stayPressed;
72  bool _centerImage;
73  bool _oneTimePress;
74  UITiledImage *_backPress;
75  UITiledImage *_backHover;
76  UITiledImage *_backDisable;
77  UITiledImage *_backFocus;
78  bool _press;
79  bool _hover;
80  BaseFont *_fontDisable;
81  BaseFont *_fontPress;
82  BaseFont *_fontHover;
83  BaseFont *_fontFocus;
84  BaseSprite *_imageHover;
85  BaseSprite *_imagePress;
86  BaseSprite *_imageDisable;
87  BaseSprite *_imageFocus;
88  uint32 _oneTimePressTime;
89  TTextAlign _align;
90 
91 };
92 
93 } // End of namespace Wintermute
94 
95 #endif
Definition: script.h:44
Definition: base_game.h:75
Definition: script_value.h:42
Definition: str.h:59
Definition: ui_button.h:37
Definition: base_dynamic_buffer.h:35
Definition: script_stack.h:41
Definition: base_font.h:37
Definition: ui_tiled_image.h:37
Definition: base_sprite.h:40
Definition: achievements_tables.h:27
Definition: ui_object.h:39