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128
engines/buried/livetext.cpp
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128
engines/buried/livetext.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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* Additional copyright for this file:
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* Copyright (C) 1995 Presto Studios, Inc.
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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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* 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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* 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 "graphics/surface.h"
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#include "graphics/font.h"
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#include "buried/buried.h"
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#include "buried/gameui.h"
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#include "buried/graphics.h"
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#include "buried/livetext.h"
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#include "buried/resources.h"
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namespace Buried {
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LiveTextWindow::LiveTextWindow(BuriedEngine *vm, Window *parent) : Window(vm, parent) {
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// Initialize member variables to empty
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_textTranslation = false;
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// Create font
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_fontHeight = (_vm->getLanguage() == Common::JA_JPN) ? 12 : 14;
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_font = _vm->_gfx->createFont(_fontHeight);
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// Create window
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_rect = Common::Rect(137, 21, 447, 87);
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// Update the text in the window
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updateLiveText(_vm->getString(IDS_SAVE_GAME_MESSAGE), false);
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}
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LiveTextWindow::~LiveTextWindow() {
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delete _font;
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}
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bool LiveTextWindow::updateLiveText(const Common::String &text, bool notifyUser) {
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// Set translated text flag
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_textTranslation = false;
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if (text.empty()) {
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_text.clear();
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invalidateWindow(false);
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((GameUIWindow *)_parent)->setWarningState(false);
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return true;
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}
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_text = text;
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// Redraw the window
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invalidateWindow(false);
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if (notifyUser)
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((GameUIWindow *)_parent)->flashWarningLight();
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return true;
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}
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bool LiveTextWindow::updateTranslationText(const Common::String &text, bool notifyUser) {
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if (text.empty()) {
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_text.clear();
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invalidateWindow(false);
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((GameUIWindow *)_parent)->setWarningState(false);
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return true;
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}
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_text = text;
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// Set translated text flag
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_textTranslation = true;
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// Redraw the window
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invalidateWindow(false);
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((GameUIWindow *)_parent)->setWarningState(false);
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return true;
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}
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void LiveTextWindow::translateBiochipClosing() {
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// If the current text is translated text, then kill it now
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if (_textTranslation)
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updateLiveText();
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}
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void LiveTextWindow::onPaint() {
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// Draw the background bitmap
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Graphics::Surface *surface = _vm->_gfx->getBitmap(IDB_LIVE_TEXT_BACKGROUND);
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// Draw the text on top of that
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if (!_text.empty())
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_vm->_gfx->renderText(surface, _font, _text, 30, 4, 270, 50, _vm->_gfx->getColor(212, 109, 0), _fontHeight);
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Common::Rect absoluteRect = getAbsoluteRect();
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_vm->_gfx->blit(surface, absoluteRect.left, absoluteRect.top);
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surface->free();
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delete surface;
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}
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void LiveTextWindow::onEnable(bool enable) {
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if (enable)
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_vm->removeMouseMessages(this);
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}
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} // End of namespace Buried
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