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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "qdengine/qd_fwd.h"
#include "qdengine/parser/qdscr_parser.h"
#include "qdengine/parser/xml_tag.h"
#include "qdengine/qdcore/qd_interface_background.h"
namespace QDEngine {
qdInterfaceBackground::qdInterfaceBackground() {
_state.set_owner(this);
}
qdInterfaceBackground::qdInterfaceBackground(const qdInterfaceBackground &bk) : qdInterfaceElement(bk) {
_state.set_owner(this);
_state = bk._state;
}
qdInterfaceBackground::~qdInterfaceBackground() {
_state.unregister_resources();
}
qdInterfaceBackground &qdInterfaceBackground::operator = (const qdInterfaceBackground &bk) {
if (this == &bk) return *this;
*static_cast<qdInterfaceElement *>(this) = bk;
_state = bk._state;
return *this;
}
bool qdInterfaceBackground::save_script_body(Common::WriteStream &fh, int indent) const {
if (!_state.save_script(fh, indent)) {
return false;
}
return true;
}
bool qdInterfaceBackground::load_script_body(const xml::tag *p) {
for (xml::tag::subtag_iterator it = p->subtags_begin(); it != p->subtags_end(); ++it) {
switch (it->ID()) {
case QDSCR_INTERFACE_ELEMENT_STATE:
if (!_state.load_script(&*it)) return false;
break;
}
}
return true;
}
bool qdInterfaceBackground::mouse_handler(int x, int y, mouseDispatcher::mouseEvent ev) {
return true;
}
bool qdInterfaceBackground::keyboard_handler(Common::KeyCode vkey) {
return false;
}
bool qdInterfaceBackground::init(bool is_game_active) {
return set_state(&_state);
}
} // namespace QDEngine
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