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engines/ags/engine/gui/animating_gui_button.cpp
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75
engines/ags/engine/gui/animating_gui_button.cpp
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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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#include "ags/engine/gui/animating_gui_button.h"
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#include "ags/shared/gui/gui_defines.h"
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#include "ags/shared/util/stream.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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void AnimatingGUIButton::ReadFromSavegame(Stream *in, int cmp_ver) {
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buttonid = in->ReadInt16();
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ongui = in->ReadInt16();
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onguibut = in->ReadInt16();
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view = in->ReadInt16();
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loop = in->ReadInt16();
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frame = in->ReadInt16();
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speed = in->ReadInt16();
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uint16_t anim_flags = in->ReadInt16(); // was repeat (0,1)
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wait = in->ReadInt16();
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if (cmp_ver < kGuiSvgVersion_36020) anim_flags &= 0x1; // restrict to repeat only
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repeat = (anim_flags & 0x1) ? ANIM_REPEAT : ANIM_ONCE;
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blocking = (anim_flags >> 1) & 0x1;
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direction = (anim_flags >> 2) & 0x1;
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if (cmp_ver >= kGuiSvgVersion_36025) {
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volume = in->ReadInt8();
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in->ReadInt8(); // reserved to fill int32
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in->ReadInt8();
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in->ReadInt8();
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}
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}
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void AnimatingGUIButton::WriteToSavegame(Stream *out) {
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uint16_t anim_flags =
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(repeat & 0x1) | // either ANIM_ONCE or ANIM_REPEAT
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(blocking & 0x1) << 1 |
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(direction & 0x1) << 2;
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out->WriteInt16(buttonid);
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out->WriteInt16(ongui);
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out->WriteInt16(onguibut);
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out->WriteInt16(view);
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out->WriteInt16(loop);
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out->WriteInt16(frame);
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out->WriteInt16(speed);
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out->WriteInt16(anim_flags); // was repeat (0,1)
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out->WriteInt16(wait);
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out->WriteInt8(static_cast<uint8_t>(volume));
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out->WriteInt8(0); // reserved to fill int32
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out->WriteInt8(0);
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out->WriteInt8(0);
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}
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} // namespace AGS3
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