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gui/animation/WaitForConditionAnimation.h
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70
gui/animation/WaitForConditionAnimation.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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// Based on code by omergilad.
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#ifndef GUI_ANIMATION_WAITFORCONDITIONANIMATION_H
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#define GUI_ANIMATION_WAITFORCONDITIONANIMATION_H
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#include "gui/animation/Animation.h"
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namespace GUI {
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class Condition {
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public:
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virtual ~Condition() {}
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virtual bool evaluate() = 0;
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};
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typedef Common::SharedPtr<Condition> ConditionPtr;
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/**
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* Used for delaying the animation sequence until a certain condition has been met
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*/
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class WaitForConditionAnimation: public Animation {
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public:
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WaitForConditionAnimation() {}
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virtual ~WaitForConditionAnimation() {}
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virtual void update(Drawable *drawable, long currentTime) {
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// Check the condition - if it has been met, finish.
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if (_condition.get() != NULL && _condition->evaluate()) {
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finishAnimation();
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}
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}
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ConditionPtr getCondition() const {
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return _condition;
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}
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void setCondition(ConditionPtr condition) {
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_condition = condition;
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}
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private:
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ConditionPtr _condition;
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};
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} // End of namespace GUI
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#endif /* GUI_ANIMATION_WAITFORCONDITIONANIMATION_H */
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