start 380 project5
changes to 380 project 4 changes to 350 project 2 Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
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//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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// GambleKit Copyright (C) 2014 Ivan Donev
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//
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// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
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//
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// This library 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// contact: gamblekit@gmail.com
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//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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#include "GkGameAnimationButton.h"
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//#include "..\..\Utils\GkMaths.h"
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GkGameAnimationButton::GkGameAnimationButton(GkGameEntity *defaultFace, GkGameEntity *selectedFace, GkGameEntity *disabledFace, bool autoEnable, int x, int y, int width, int height)
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: GkGameButton(defaultFace, selectedFace, disabledFace, autoEnable, x, y, width, height)
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{
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GkGameAnimation *face = dynamic_cast<GkGameAnimation*>(this->defaultFace);
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if (face != 0)
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face->EndAnimation();
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face = dynamic_cast<GkGameAnimation*>(this->selectedFace);
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if (face != 0)
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face->EndAnimation();
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face = dynamic_cast<GkGameAnimation*>(this->disabledFace);
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if (face != 0)
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face->EndAnimation();
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this->lastFace = this->GetCurrentFace();
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}
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GkGameAnimationButton::~GkGameAnimationButton(void)
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{
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}
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void GkGameAnimationButton::Down()
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{
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GkGameButton::Down();
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//GkGameAnimation *currentFace = dynamic_cast<GkGameAnimation*>(this->GetCurrentFace());
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//if ((currentFace != 0) && (!currentFace->active))
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//{
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// currentFace->ResetAnimation();
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//}
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}
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GkGameEntity* GkGameAnimationButton::GetCurrentFace()
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{
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GkGameAnimation *face = this->GetAnimatingFace();
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if (face != 0)
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return face;
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return GkGameButton::GetCurrentFace();
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}
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GkGameAnimation* GkGameAnimationButton::GetAnimatingFace()
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{
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GkGameAnimation *face = dynamic_cast<GkGameAnimation*>(this->defaultFace);
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if ((face != 0) && (face->active) && (!face->loop))
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return face;
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face = dynamic_cast<GkGameAnimation*>(this->selectedFace);
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if ((face != 0) && (face->active) && (!face->loop))
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return face;
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face = dynamic_cast<GkGameAnimation*>(this->disabledFace);
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if ((face != 0) && (face->active) && (!face->loop))
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return face;
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return 0;
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}
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void GkGameAnimationButton::Process(GkGame *game)
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{
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GkGameEntity *currentFace = this->GetCurrentFace();
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if (currentFace != this->lastFace)
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{
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GkGameAnimation *lastAnimation = dynamic_cast<GkGameAnimation*>(this->lastFace);
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if (lastAnimation != 0)
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lastAnimation->EndAnimation();
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GkGameAnimation *currentAnimation = dynamic_cast<GkGameAnimation*>(currentFace);
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if (currentAnimation != 0)
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currentAnimation->ResetAnimation();
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this->lastFace = currentFace;
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}
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GkGameButton::Process(game);
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}
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