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engines/wintermute/ui/ui_entity.h
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58
engines/wintermute/ui/ui_entity.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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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_UIENTITY_H
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#define WINTERMUTE_UIENTITY_H
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#include "engines/wintermute/ui/ui_object.h"
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namespace Wintermute {
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class AdEntity;
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class UIEntity : public UIObject {
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public:
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DECLARE_PERSISTENT(UIEntity, UIObject)
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UIEntity(BaseGame *inGame);
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~UIEntity() override;
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bool loadFile(const char *filename);
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bool loadBuffer(char *buffer, bool complete);
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bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
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bool display() override { return display(0, 0); }
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bool display(int offsetX, int offsetY) override;
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AdEntity *_entity;
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bool setEntity(const char *filename);
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// scripting interface
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ScValue *scGetProperty(const char *name) override;
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bool scSetProperty(const char *name, ScValue *value) override;
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bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
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const char *scToString() override;
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};
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} // End of namespace Wintermute
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#endif
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