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engines/nancy/ui/animatedbutton.cpp
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122
engines/nancy/ui/animatedbutton.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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* 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 "engines/nancy/cursor.h"
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#include "engines/nancy/input.h"
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/graphics.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/util.h"
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#include "engines/nancy/state/scene.h"
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#include "engines/nancy/ui/animatedbutton.h"
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namespace Nancy {
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namespace UI {
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AnimatedButton::AnimatedButton(uint zOrder) :
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RenderObject(zOrder),
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_frameTime(0),
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_currentFrame(-1),
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_nextFrameTime(0),
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_isOpen(false),
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_alwaysHighlightCursor(false) {}
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void AnimatedButton::init() {
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setTransparent(true);
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}
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void AnimatedButton::updateGraphics() {
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uint32 currentTime = g_nancy->getTotalPlayTime();
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if (currentTime > _nextFrameTime) {
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if (_isOpen && _currentFrame < (int)_srcRects.size()) {
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setFrame(++_currentFrame);
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_nextFrameTime = currentTime + _frameTime;
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setVisible(true);
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if (_currentFrame == (int)_srcRects.size()) {
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onTrigger();
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}
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} else if (!_isOpen && _currentFrame > -1) {
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setFrame(--_currentFrame);
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_nextFrameTime = currentTime + _frameTime;
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if (_currentFrame == -1) {
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onTrigger();
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setVisible(false);
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}
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}
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}
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}
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void AnimatedButton::handleInput(NancyInput &input) {
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if (_hotspot.contains(input.mousePos)) {
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if (_alwaysHighlightCursor || _currentFrame == -1 || _currentFrame == (int)_srcRects.size()) {
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g_nancy->_cursor->setCursorType(g_nancy->getGameType() == kGameTypeVampire ? CursorManager::kHotspot : CursorManager::kHotspotArrow);
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}
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if (isPlaying()) {
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return;
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}
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if (!_highlightSrcRect.isEmpty() && !isVisible()) {
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_drawSurface.create(g_nancy->_graphics->_object0, _highlightSrcRect);
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moveTo(_highlightDestRect);
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setVisible(true);
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}
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if (input.input & NancyInput::kLeftMouseButtonUp) {
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if (_currentFrame == -1) {
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onClick();
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setOpen(true);
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} else if (_currentFrame == (int)_srcRects.size()) {
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onClick();
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setOpen(false);
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}
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}
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// This breaks TowerPuzzle in nancy2, so we only enable it for TVD
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if (g_nancy->getGameType() == kGameTypeVampire) {
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input.eatMouseInput();
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}
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} else if (!_highlightSrcRect.isEmpty() && isVisible() && !(isPlaying() || _isOpen)) {
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setVisible(false);
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}
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}
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void AnimatedButton::setFrame(int frame) {
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if (frame > -1 && frame < (int)_srcRects.size()) {
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_drawSurface.create(g_nancy->_graphics->_object0, _srcRects[frame]);
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setTransparent(true);
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if (_destRects.size()) {
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moveTo(_destRects[frame]);
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}
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_needsRedraw = true;
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}
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}
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bool AnimatedButton::isPlaying() const {
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return _isOpen ? _currentFrame < (int)_srcRects.size() : _currentFrame > -1;
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}
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} // End of namespace UI
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} // End of namespace Nancy
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