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102
engines/titanic/pet_control/pet_gfx_element.cpp
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102
engines/titanic/pet_control/pet_gfx_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/core/game_object.h"
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#include "titanic/pet_control/pet_element.h"
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#include "titanic/pet_control/pet_control.h"
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namespace Titanic {
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void CPetGfxElement::setup(PetElementMode mode, const CString &name,
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CPetControl *petControl) {
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switch (mode) {
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case MODE_UNSELECTED:
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_object0 = petControl->getHiddenObject(name);
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break;
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case MODE_SELECTED:
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_object1 = petControl->getHiddenObject(name);
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break;
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case MODE_FOCUSED:
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_object2 = petControl->getHiddenObject(name);
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break;
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default:
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break;
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}
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}
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void CPetGfxElement::reset(const CString &name, CPetControl *petControl, PetElementMode mode) {
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if (!petControl)
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return;
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CString numString(3);
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PassengerClass classNum = petControl->getPassengerClass();
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if (classNum >= FIRST_CLASS && classNum <= THIRD_CLASS) {
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numString = CString(classNum);
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} else if (classNum == UNCHECKED) {
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int priorClass = petControl->getPriorClass();
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if (priorClass == 1)
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numString = CString(priorClass);
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}
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CString resName = numString + name;
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setup(mode, resName, petControl);
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}
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void CPetGfxElement::draw(CScreenManager *screenManager) {
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draw(screenManager, Common::Point(_bounds.left, _bounds.top));
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}
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void CPetGfxElement::draw(CScreenManager *screenManager, const Common::Point &destPos) {
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CGameObject *obj = getObject();
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if (!obj)
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obj = _object0;
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if (obj)
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obj->draw(screenManager, destPos);
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}
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Rect CPetGfxElement::getBounds() const {
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CGameObject *obj = getObject();
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if (!obj)
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obj = _object0;
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if (obj && obj->surfaceHasFrame())
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return _bounds;
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else
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return Rect();
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}
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CGameObject *CPetGfxElement::getObject() const {
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switch (_mode) {
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case MODE_UNSELECTED:
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return _object0;
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case MODE_SELECTED:
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return _object1;
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case MODE_FOCUSED:
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return _object2;
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default:
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return nullptr;
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}
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}
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} // End of namespace Titanic
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