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/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_CTEXT
#define INCLUDED_CTEXT
#include "GUI.h"
/**
* Text field that just displays static text.
*
* @see IGUIObject
*/
class CText : public IGUIScrollBarOwner, public IGUITextOwner
{
GUI_OBJECT(CText)
public:
CText();
virtual ~CText();
/**
* @see IGUIObject#ResetStates()
*/
virtual void ResetStates() { IGUIScrollBarOwner::ResetStates(); }
/**
* Test if mouse position is over an icon
*/
virtual bool MouseOverIcon();
protected:
/**
* Sets up text, should be called every time changes has been
* made that can change the visual.
*/
void SetupText();
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage& Message);
/**
* Draws the Text
*/
virtual void Draw();
/**
* Placement of text. Ignored when scrollbars are active.
*/
CPos m_TextPos;
};
#endif // INCLUDED_CTEXT
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