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Tuesday the 22nd of May 2012 @ 12:54am
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LibN2L-4 Library Code Reference

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cGuiSprite.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/cGuiSprite.h"
00026 
00027 #include "n2l/dynVars.h"
00028 #include "n2l/resourceManagement.h"
00029 
00030 namespace n2l
00031 {
00032     /**************************************************************************/
00033     cGuiSprite::cGuiSprite() :
00034         cGuiElement( tGuiPos(0,0), tGuiPos(1,1) )
00035     {
00036     }
00037 
00038     /**************************************************************************/
00039     cGuiSprite::~cGuiSprite()
00040     {
00041     }
00042 
00043     /**************************************************************************/
00044     cGuiSprite::cGuiSprite( const cVfsNodeInterface & iNode ) :
00045         cGuiElement( tGuiPos(0,0), tGuiPos(1,1) )
00046     {
00047         load( iNode );
00048     }
00049 
00050     /**************************************************************************/
00051     cGuiSprite::cGuiSprite( const cDynVar & iDefinition ) :
00052         cGuiElement( tGuiPos(0,0), tGuiPos(1,1) )
00053     {
00054         load( iDefinition );
00055     }
00056 
00057     /**************************************************************************/
00058     void cGuiSprite::load( const cVfsNodeInterface & iNode )
00059     {
00060         cDynVar def;
00061         validateAndDecode( def, iNode, "n2l::cGuiSprite" );
00062         load( def );
00063     }
00064 
00065 
00066     /**************************************************************************/
00067     void cGuiSprite::load( const cDynVar & iDefinition )
00068     {
00069         // Load parent properties
00070         cGuiElement::load( iDefinition );
00071 
00072         // Now my properties
00073         if (iDefinition["fill"]) {
00074             if (iDefinition["fill"].isArray())
00075                 fill( cGuiFill( iDefinition["fill"] ) );
00076             else fill( *cResourceManager::get<cGuiFill>(iDefinition["fill"]) );
00077         }
00078     }
00079 
00080     /**************************************************************************/
00081     void cGuiSprite::draw() const
00082     {
00083         mFill.draw( innerPos(), innerSize() );
00084     }
00085 
00086     /**************************************************************************/
00087     void cGuiSprite::fill(  const cGuiFill & iFill )
00088     {
00089         mFill = iFill;
00090     }
00091 
00092     /**************************************************************************/
00093     const cAutoPtr<cGuiElement> cGuiSprite::clone() const
00094     {
00095         cAutoPtr<cGuiElement> newElement( new cGuiSprite );
00096         cloneInto( newElement );
00097         return newElement;
00098     }
00099 
00100     /**************************************************************************/
00101     void cGuiSprite::cloneInto( const cAutoPtr<cGuiSprite> &i_ioElement ) const
00102     {
00103         // Parent Properties first
00104         cGuiElement::cloneInto( i_ioElement );
00105         
00106         //  Now our properties.
00107         i_ioElement->fill(mFill);
00108     }
00109 
00110     /**************************************************************************/
00111     const cAutoPtr<cGuiElement> cGuiSprite::loadNew( const cDynVar &iDef )
00112     {
00113         return new cGuiSprite(iDef);
00114     }
00115 
00116     /**************************************************************************/
00117     void cGuiSprite::prop( const tString &iName, const cDynVar &iVal,
00118         const tString &iInnerKey )
00119     {
00120         if (iName == "fill") {
00121             if (iInnerKey.empty()) {
00122                 if (iVal.isArray())
00123                     fill( iVal );
00124                 else
00125                     fill( *cResourceManager::get<cGuiFill>(iVal) );
00126             } else
00127                 mFill.prop( iInnerKey, iVal );
00128 
00129         } else
00130             cGuiElement::prop( iName, iVal );
00131     }
00132 
00133     /**************************************************************************/
00134     const cDynVar cGuiSprite::prop( const tString &iName,
00135         const tString &iInnerKey ) const
00136     {
00137         if (iName == "fill")
00138             return mFill.prop( iInnerKey );
00139 
00140         return cGuiElement::prop( iName );
00141     }
00142 
00143 } // namespace n2l
©2012 Aaron Cameron