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engines/grim/costume/sprite_component.cpp
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111
engines/grim/costume/sprite_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/debug.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/model.h"
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#include "engines/grim/sprite.h"
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#include "engines/grim/material.h"
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#include "engines/grim/resource.h"
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#include "engines/grim/costume/mesh_component.h"
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#include "engines/grim/costume/model_component.h"
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#include "engines/grim/costume/sprite_component.h"
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namespace Grim {
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SpriteComponent::SpriteComponent(Component *p, int parentID, const char *filename, tag32 t) :
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Component(p, parentID, filename, t), _sprite(nullptr) {
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}
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SpriteComponent::~SpriteComponent() {
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if (_sprite) {
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if (_parent) {
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MeshComponent *mc = static_cast<MeshComponent *>(_parent);
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if (mc) {
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if (mc->getParent()->isComponentType('M','M','D','L') ||
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mc->getParent()->isComponentType('M','O','D','L')) {
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ModelComponent *mdlc = static_cast<ModelComponent *>(mc->getParent());
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if (mdlc->getHierarchy())
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mc->getNode()->removeSprite(_sprite);
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}
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}
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}
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delete _sprite->_material;
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delete _sprite;
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}
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}
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void SpriteComponent::init() {
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const char *comma = strchr(_name.c_str(), ',');
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Common::String name(_name.c_str(), comma);
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if (_sprite) {
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if (_parent) {
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MeshComponent *mc = static_cast<MeshComponent *>(_parent);
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mc->getNode()->removeSprite(_sprite);
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}
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delete _sprite;
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_sprite = nullptr;
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}
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if (comma) {
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_sprite = new Sprite();
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_sprite->loadGrim(name, comma, getCMap());
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if (_parent) {
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if (_parent->isComponentType('M','E','S','H')) {
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MeshComponent *mc = static_cast<MeshComponent *>(_parent);
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mc->getNode()->addSprite(_sprite);
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} else
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Debug::warning(Debug::Costumes, "Parent of sprite %s wasn't a mesh", _name.c_str());
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}
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}
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}
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void SpriteComponent::setKey(int val) {
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if (!_sprite)
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return;
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if (val == 0) {
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_sprite->_visible = false;
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} else {
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_sprite->_visible = true;
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_sprite->_material->setActiveTexture(val - 1);
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}
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}
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void SpriteComponent::reset() {
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if (_sprite)
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_sprite->_visible = false;
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}
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void SpriteComponent::saveState(SaveGame *state) {
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state->writeBool(_sprite->_visible);
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state->writeLESint32(_sprite->_material->getActiveTexture());
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}
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void SpriteComponent::restoreState(SaveGame *state) {
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_sprite->_visible = state->readBool();
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_sprite->_material->setActiveTexture(state->readLESint32());
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}
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} // end of namespace Grim
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