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engines/tetraedge/game/inventory_object.cpp
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51
engines/tetraedge/game/inventory_object.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 "tetraedge/game/inventory_object.h"
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namespace Tetraedge {
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InventoryObject::InventoryObject() {
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}
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void InventoryObject::load(const Common::String &newName) {
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setSizeType(RELATIVE_TO_PARENT);
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setSize(TeVector3f32(1.0f, 1.0f, 1.0f));
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_gui.load("Inventory/InventoryObject.lua");
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addChild(_gui.layoutChecked("object"));
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setName(newName);
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_gui.spriteLayoutChecked("upLayout")->load(spritePath());
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TeButtonLayout *btn = _gui.buttonLayoutChecked("object");
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btn->onMouseClickValidated().add(this, &InventoryObject::onButtonDown);
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// TODO: btn->setDoubleValidationProtectionEnabled(false)
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}
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Common::Path InventoryObject::spritePath() {
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return Common::Path("Inventory/Objects").join(name()).append(".png");
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}
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bool InventoryObject::onButtonDown() {
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_selectedSignal.call(*this);
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return false;
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}
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} // end namespace Tetraedge
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