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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.
*
*/
#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
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