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engines/titanic/pet_control/pet_element.cpp
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105
engines/titanic/pet_control/pet_element.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 "common/textconsole.h"
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#include "titanic/pet_control/pet_element.h"
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#include "titanic/core/game_object.h"
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namespace Titanic {
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CPetElement::CPetElement() : _mode(MODE_UNSELECTED) {}
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Rect CPetElement::getBounds() const {
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return Rect();
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}
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bool CPetElement::MouseButtonDownMsg(const Point &pt) {
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bool result = _bounds.contains(pt);
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if (result)
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setMode(MODE_SELECTED);
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return result;
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}
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bool CPetElement::MouseButtonUpMsg(const Point &pt) {
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bool result = _bounds.contains(pt);
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if (result)
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setMode(MODE_UNSELECTED);
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return result;
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}
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bool CPetElement::MouseDoubleClickMsg(const Point &pt) const {
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return _bounds.contains(pt);
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}
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bool CPetElement::MouseMoveMsg(const Point &pt) {
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bool result = _bounds.contains(pt);
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if (result)
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setMode(MODE_FOCUSED);
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return result;
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}
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bool CPetElement::contains2(const Point &pt) const {
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return _bounds.contains(pt);
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}
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void CPetElement::playMovie(uint startFrame, uint endFrame) const {
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CGameObject *gameObject = getObject();
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if (gameObject)
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gameObject->playMovie(startFrame, endFrame, 0);
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}
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void CPetElement::changeStatus(int val) const {
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CGameObject *gameObject = getObject();
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if (gameObject)
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gameObject->playMovie(val);
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}
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bool CPetElement::hasActiveMovie() const {
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CGameObject *gameObject = getObject();
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return gameObject ? gameObject->hasActiveMovie() : false;
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}
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void CPetElement::loadFrame(int frameNumber) {
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CGameObject *gameObject = getObject();
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if (gameObject)
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gameObject->loadFrame(frameNumber);
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}
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int CPetElement::getMovieFrame() const {
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CGameObject *gameObject = getObject();
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return gameObject ? gameObject->getMovieFrame() : 0;
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}
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void CPetElement::setMode(PetElementMode newMode) {
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if (newMode >= MODE_UNSELECTED && newMode <= MODE_FOCUSED)
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changeMode(newMode);
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}
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void CPetElement::setSelected(bool flag) {
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if (flag)
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changeMode(MODE_SELECTED);
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else
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changeMode(MODE_UNSELECTED);
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}
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} // End of namespace Titanic
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