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LibN2L-4 Library Code Reference

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cGuiACAddEffect.cpp

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00001 /************************************************************************
00002 Nova-2 Library (libN2L, or simply n2l) Game development C++ Library
00003 Copyright (C) 2003  Aaron Cameron
00004 
00005 This library is free software; you can redistribute it and/or
00006 modify it under the terms of the GNU Lesser General Public
00007 License as published by the Free Software Foundation; either
00008 version 2.1 of the License, or (at your option) any later version.
00009 
00010 This library is distributed in the hope that it will be useful,
00011 but WITHOUT ANY WARRANTY; without even the implied warranty of
00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00013 Lesser General Public License for more details.
00014 
00015 You should have received a copy of the GNU Lesser General Public
00016 License along with this library; if not, write to the Free Software
00017 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307 USA
00018 
00019 A copy of the GNU Lesser General Public License has been provided with
00020 this library in the file 'COPYING'.
00021 
00022 Contact information for the author of this library has been provided
00023 with this library in the file 'AUTHOR'.
00024 ************************************************************************/
00025 #include "gui/cGuiACAddEffect.h"
00026 
00027 #include "gui/cGuiSEFactory.h"
00028 
00029 /******************************************************************************/
00030 namespace n2l
00031 {
00032     /**************************************************************************/
00033     cGuiACAddEffect::cGuiACAddEffect()
00034     {
00035         init();
00036     }
00037 
00038     /**************************************************************************/
00039     cGuiACAddEffect::cGuiACAddEffect(
00040         const cAutoPtr<const cGuiSEInt> &ioEffect,
00041         const tString &iElementName )
00042     {
00043         if (!ioEffect.isSet()) throw cBadDataUseException(
00044             "cGuiACAddEffect::cGuiACAddEffect", "Null Effect Given" );
00045 
00046         init();
00047 
00048         mEffect = ioEffect;
00049         mElementName = iElementName;
00050     }
00051 
00052     /**************************************************************************/
00053     cGuiACAddEffect::cGuiACAddEffect( const cDynVar &iDef )
00054     {
00055         init();
00056         load( iDef );
00057     }
00058 
00059     /**************************************************************************/
00060     cGuiACAddEffect::~cGuiACAddEffect()
00061     {
00062     }
00063 
00064     /**************************************************************************/
00065     void cGuiACAddEffect::load( const cDynVar &iDef )
00066     {
00067         cGuiACInt::load( iDef );
00068         if (!iDef.keyExists("effect"))
00069             throw cBadDataUseException( "cGuiACAddEffect::load",
00070                 "Null Effect Given" );
00071 
00072         mEffect = cGuiSEFactory::current().load( iDef["effect"] );
00073         mElementName = iDef.keyValueOr("elementName",mElementName);
00074         mElementName = iDef.keyValueOr("element",mElementName);
00075     }
00076 
00077     /**************************************************************************/
00078     void cGuiACAddEffect::execute( cGuiElement *const ioElement,
00079         const tGuiActionType iType, const cDynVar &iData )
00080     {
00081         cGuiElement *target;
00082         if (!mElementName.empty()) {
00083             cGuiElement *tmp = ioElement;
00084             while (tmp->canvas()) tmp = tmp->canvas();
00085             cGuiCanvas *canvas = dynamic_cast<cGuiCanvas*>(tmp);
00086             if (!canvas)
00087                 throw cBadDataUseException("cGuiACAddEffect::execute",
00088                     "Wanted to add effect to \"" + mElementName +
00089                     "\" but our element has access to no canvas to search" );
00090 
00091             target = (canvas->mustGet(mElementName)).dumbPtr();
00092         } else
00093             target = ioElement;
00094 
00095         // Lets do it.
00096         target->addEffect( mEffect->clone() );
00097     }
00098 
00099     /**************************************************************************/
00100     const cAutoPtr<cGuiACInt> cGuiACAddEffect::clone() const
00101     {
00102         cAutoPtr<cGuiACAddEffect> newElement( new cGuiACAddEffect );
00103         cloneInto( newElement );
00104         return newElement;
00105     }
00106 
00107     /**************************************************************************/
00108     void cGuiACAddEffect::cloneInto(
00109         const cAutoPtr<cGuiACAddEffect> &ioElement ) const
00110     {
00111         cGuiACInt::cloneInto( ioElement );
00112         ioElement->mEffect = mEffect->clone();
00113         ioElement->mElementName = mElementName;
00114     }
00115 
00116     /**************************************************************************/
00117     void cGuiACAddEffect::init()
00118     {
00119     }
00120 
00121 }
©2012 Aaron Cameron