/* 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 . * */ /* * 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 _exclusive; int32 _scrollBy; int32 _itemHeight; int32 _itemWidth; bool _visible; bool display() override; UIButton *_closeButton; int32 _spacing; int32 _scrollOffset; Common::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; }; } // End of namespace Wintermute #endif