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engines/crab/ui/dialogbox.cpp
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106
engines/crab/ui/dialogbox.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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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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//=============================================================================
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// Author: Arvind
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// Purpose: Dialog box!
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//=============================================================================
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#include "crab/crab.h"
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#include "crab/ui/dialogbox.h"
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namespace Crab {
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using namespace pyrodactyl::ui;
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using namespace pyrodactyl::text;
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using namespace pyrodactyl::image;
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using namespace pyrodactyl::input;
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//------------------------------------------------------------------------
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// Purpose: Load stuff
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//------------------------------------------------------------------------
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void GameDialogBox::load(rapidxml::xml_node<char> *node) {
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loadImgKey(_bg, "bg", node);
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loadImgKey(_bgP, "bg_p", node);
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_pos.load(node, _bg);
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if (nodeValid("text", node))
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_text.load(node->first_node("text"), &_pos);
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if (nodeValid("button", node))
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_button.load(node->first_node("button"));
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}
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//------------------------------------------------------------------------
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// Purpose: Draw the dialog box background
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//------------------------------------------------------------------------
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void GameDialogBox::draw(const bool &player) {
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if (player)
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g_engine->_imageManager->draw(_pos.x, _pos.y, _bgP);
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else
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g_engine->_imageManager->draw(_pos.x, _pos.y, _bg);
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}
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//------------------------------------------------------------------------
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// Purpose: Draw the dialog box text
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//------------------------------------------------------------------------
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void GameDialogBox::draw(pyrodactyl::event::Info &info, Common::String &message) {
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// Create a copy of the string
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Common::String msg = message;
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info.insertName(msg);
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_text.draw(message);
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_button.draw();
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}
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//------------------------------------------------------------------------
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// Purpose: Handle input
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//------------------------------------------------------------------------
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bool GameDialogBox::handleEvents(const Common::Event &event) {
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// Switch to KBM_UI
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if (g_engine->_inputManager->getKeyBindingMode() != KBM_UI)
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g_engine->_inputManager->setKeyBindingMode(KBM_UI);
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bool isLeftClick = (_button.handleEvents(event) == BUAC_LCLICK);
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if (isLeftClick) {
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// Switch to KBM_GAME
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g_engine->_inputManager->setKeyBindingMode(KBM_GAME);
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}
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return isLeftClick;
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}
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void GameDialogBox::setUI() {
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_pos.setUI();
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_text.setUI(&_pos);
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_button.setUI();
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}
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} // End of namespace Crab
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