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engines/grim/costume/component.cpp
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engines/grim/costume/component.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 "engines/grim/costume/component.h"
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#include "engines/grim/colormap.h"
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#include "engines/grim/costume.h"
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namespace Grim {
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Component::Component(Component *p, int parentID, const char *name, tag32 t) :
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_visible(true), _tag(t), _parentID(parentID), _name(name),
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_previousCmap(nullptr), _cmap(nullptr), _cost(nullptr) {
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setParent(p);
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}
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Component::~Component() {
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if (_parent)
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_parent->removeChild(this);
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Component *child = _child;
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while (child) {
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child->_parent = nullptr;
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child = child->_sibling;
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}
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}
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void Component::setColormap(CMap *c) {
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if (c)
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_cmap = c;
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if (getCMap()) {
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resetHierCMap();
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}
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}
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bool Component::isVisible() {
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if (_visible && _parent)
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return _parent->isVisible();
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return _visible;
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}
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CMap *Component::getCMap() {
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if (!_cmap && _previousCmap)
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return _previousCmap;
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else if (!_cmap && _parent)
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return _parent->getCMap();
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else if (!_cmap && !_parent && _cost)
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return _cost->getCMap();
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else
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return _cmap;
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}
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void Component::setParent(Component *newParent) {
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_parent = newParent;
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_child = nullptr;
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_sibling = nullptr;
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if (_parent) {
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_sibling = _parent->_child;
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_parent->_child = this;
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}
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}
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void Component::removeChild(Component *child) {
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Component **childPos = &_child;
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while (*childPos && *childPos != child)
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childPos = &(*childPos)->_sibling;
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if (*childPos) {
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*childPos = child->_sibling;
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child->_parent = nullptr;
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}
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}
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void Component::resetHierCMap() {
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resetColormap();
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Component *child = _child;
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while (child) {
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child->resetHierCMap();
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child = child->_sibling;
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}
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}
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} // end of namespace Grim
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