Introduce game screen and game widget. Add status bar to show currently hovered and picked items. Load hardcoded strings from game executable.
64 lines
1.9 KiB
C++
64 lines
1.9 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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*
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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, 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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#include "mutationofjb/widgets/labelwidget.h"
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#include "mutationofjb/assets.h"
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#include "mutationofjb/game.h"
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#include "mutationofjb/gamedata.h"
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namespace MutationOfJB {
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LabelWidget::LabelWidget(GuiScreen &gui, const Common::Rect &area) :
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Widget(gui, area),
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_backgroundColor(0x00) {}
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uint8 LabelWidget::getBackgroundColor() const {
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return _backgroundColor;
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}
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void LabelWidget::setBackgroundColor(uint8 color) {
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if (_backgroundColor == color)
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return;
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_backgroundColor = color;
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markDirty();
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}
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const Common::String &LabelWidget::getText() const {
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return _text;
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}
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void LabelWidget::setText(const Common::String &text) {
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if (_text == text)
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return;
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_text = text;
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markDirty();
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}
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void LabelWidget::draw(Graphics::ManagedSurface &surface) {
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surface.fillRect(_area, _backgroundColor);
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_gui.getGame().getAssets().getSystemFont().drawString(&surface, _text, _area.left, _area.top, _area.width(), LIGHTGRAY, Graphics::kTextAlignCenter);
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}
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}
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