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engines/titanic/pet_control/pet_translation.h
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104
engines/titanic/pet_control/pet_translation.h
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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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#ifndef TITANIC_PET_TRANSLATION_H
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#define TITANIC_PET_TRANSLATION_H
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#include "titanic/pet_control/pet_section.h"
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#include "titanic/gfx/text_control.h"
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namespace Titanic {
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class CPetTranslation : public CPetSection {
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private:
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CTextControl _message;
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CTextControl _tooltip;
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private:
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/**
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* Setup the control
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*/
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bool setupControl(CPetControl *petControl);
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public:
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CPetTranslation();
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/**
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* Sets up the section
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*/
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bool setup(CPetControl *petControl) override;
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/**
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* Reset the section
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*/
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bool reset() override { return true; }
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/**
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* Draw the section
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*/
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void draw(CScreenManager *screenManager) override;
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/**
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* Following are handlers for the various messages that the PET can
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* pass onto the currently active section/area
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*/
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bool MouseButtonDownMsg(CMouseButtonDownMsg *msg) override { return false; }
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bool MouseButtonUpMsg(CMouseButtonUpMsg *msg) override { return false; }
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/**
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* Returns true if the object is in a valid state
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*/
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bool isValid(CPetControl *petControl) override {
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return setupControl(petControl);
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}
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/**
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* Load the data for the class from file
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*/
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void load(SimpleFile *file, int param) override {}
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/**
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* Called after a game has been loaded
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*/
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void postLoad() override { reset(); }
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/**
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* Save the data for the class to file
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*/
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void save(SimpleFile *file, int indent) override {}
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/**
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* Get a reference to the tooltip text associated with the section
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*/
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CTextControl *getText() override { return &_tooltip; }
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/**
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* Clear any current translation text
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*/
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void clearTranslation();
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/**
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* Adds a line to the translation display
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*/
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void addTranslation(const CString &str1, const CString &str2);
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};
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} // End of namespace Titanic
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#endif /* TITANIC_PET_TRANSLATION_H */
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