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-rw-r--r--engines/titanic/pet_control/pet_gfx_element.cpp103
1 files changed, 103 insertions, 0 deletions
diff --git a/engines/titanic/pet_control/pet_gfx_element.cpp b/engines/titanic/pet_control/pet_gfx_element.cpp
new file mode 100644
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+++ b/engines/titanic/pet_control/pet_gfx_element.cpp
@@ -0,0 +1,103 @@
+/* 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.
+ *
+ */
+
+#include "common/textconsole.h"
+#include "titanic/core/game_object.h"
+#include "titanic/pet_control/pet_element.h"
+#include "titanic/pet_control/pet_control.h"
+
+namespace Titanic {
+
+void CPetGfxElement::setup(PetElementMode mode, const CString &name,
+ CPetControl *petControl) {
+ switch (mode) {
+ case MODE_UNSELECTED:
+ _object0 = petControl->getHiddenObject(name);
+ break;
+ case MODE_SELECTED:
+ _object1 = petControl->getHiddenObject(name);
+ break;
+ case MODE_FOCUSED:
+ _object2 = petControl->getHiddenObject(name);
+ break;
+ default:
+ break;
+ }
+}
+
+void CPetGfxElement::reset(const CString &name, CPetControl *petControl, PetElementMode mode) {
+ if (!petControl)
+ return;
+
+ CString numString(3);
+ int classNum = petControl->getPassengerClass();
+
+ if (classNum >= 1 && classNum <= 3) {
+ numString = CString(classNum);
+ } else if (classNum == 4) {
+ int stateC = petControl->getPriorClass();
+ if (stateC == 1)
+ numString = CString(stateC);
+ }
+
+ CString resName = numString + name;
+ setup(mode, resName, petControl);
+}
+
+void CPetGfxElement::draw(CScreenManager *screenManager) {
+ draw(screenManager, Common::Point(_bounds.left, _bounds.top));
+}
+
+void CPetGfxElement::draw(CScreenManager *screenManager, const Common::Point &destPos) {
+ CGameObject *obj = getObject();
+ if (!obj)
+ obj = _object0;
+
+ if (obj)
+ obj->draw(screenManager, destPos);
+}
+
+Rect CPetGfxElement::getBounds() const {
+ CGameObject *obj = getObject();
+ if (!obj)
+ obj = _object0;
+
+ if (obj && obj->surfaceHasFrame())
+ return _bounds;
+ else
+ return Rect();
+}
+
+CGameObject *CPetGfxElement::getObject() const {
+ switch (_mode) {
+ case MODE_UNSELECTED:
+ return _object0;
+ case MODE_SELECTED:
+ return _object1;
+ case MODE_FOCUSED:
+ return _object2;
+ default:
+ return nullptr;
+ }
+}
+
+} // End of namespace Titanic