scummvm/engines/pink/cursor_mgr.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
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#include "pink/pink.h"
#include "pink/cel_decoder.h"
#include "pink/cursor_mgr.h"
#include "pink/objects/actions/action_cel.h"
#include "pink/objects/actors/actor.h"
#include "pink/objects/pages/game_page.h"
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namespace Pink {
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CursorMgr::CursorMgr(PinkEngine *game, Page *page)
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: _actor(nullptr), _page(page), _game(game),
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_isPlayingAnimation(0), _firstFrameIndex(0) {}
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void CursorMgr::setCursor(uint index, const Common::Point point, const Common::String &itemName) {
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if (index == kClickableFirstFrameCursor) {
startAnimation(index);
return hideItem();
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} else if (index != kHoldingItemCursor) {
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if (index != kPDAClickableFirstFrameCursor) {
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_game->setCursor(index);
_isPlayingAnimation = 0;
return hideItem();
}
hideItem();
return startAnimation(index);
}
_game->setCursor(index);
_isPlayingAnimation = 0;
_actor = _actor ? _actor : _page->findActor(kCursor);
assert(_actor);
Action *action = _actor->findAction(itemName);
assert(dynamic_cast<ActionCEL*>(action));
if (action != _actor->getAction()) {
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_actor->setAction(action);
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CelDecoder *decoder = static_cast<ActionCEL*>(action)->getDecoder();
decoder->setX(point.x);
decoder->setY(point.y);
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} else {
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CelDecoder *decoder = static_cast<ActionCEL*>(action)->getDecoder();
decoder->setX(point.x);
decoder->setY(point.y);
}
}
void CursorMgr::update() {
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if (!_isPlayingAnimation)
return;
uint newTime = _game->getTotalPlayTime();
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if (newTime - _time > kCursorsUpdateTime) {
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_time = newTime;
_isSecondFrame = !_isSecondFrame;
_game->setCursor(_firstFrameIndex + _isSecondFrame);
}
}
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void CursorMgr::setCursor(const Common::String &cursorName, const Common::Point point) {
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uint index;
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if (cursorName == kCursorNameExitLeft)
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index = kExitLeftCursor;
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else if (cursorName == kCursorNameExitRight)
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index = kExitRightCursor;
else //if (cursorName == kCursorNameExitForward || cursorName == kCursorNameExitUp)
index = kExitForwardCursor;
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//else
//assert(0);
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setCursor(index, point, Common::String());
}
void CursorMgr::hideItem() {
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if (_actor)
_actor->hide();
}
void CursorMgr::startAnimation(int index) {
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if (!_isPlayingAnimation) {
_isPlayingAnimation = 1;
_time = _game->getTotalPlayTime();
_firstFrameIndex = index;
_isSecondFrame = 0;
_game->setCursor(index);
}
}
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void CursorMgr::setPage(Page *page) {
_page = page;
}
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} // End of namespace Pink