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scummvm-cursorfix/engines/wintermute/ui/ui_text.h
2026-02-02 04:50:13 +01:00

59 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_UITEXT_H
#define WINTERMUTE_UITEXT_H
#include "engines/wintermute/ui/ui_object.h"
namespace Wintermute {
class UIText : public UIObject {
public:
bool sizeToFit();
bool display(int offsetX, int offsetY) override;
DECLARE_PERSISTENT(UIText, UIObject)
UIText(BaseGame *inGame = nullptr);
~UIText() override;
TTextAlign _textAlign;
TVerticalAlign _verticalAlign;
bool loadFile(const char *filename);
bool loadBuffer(char *buffer, bool complete = true);
bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
// scripting interface
ScValue *scGetProperty(const char *name) override;
bool scSetProperty(const char *name, ScValue *value) override;
bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
const char *scToString() override;
};
} // End of namespace Wintermute
#endif