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/**
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Game Develop - TextEntry Object Extension
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Copyright (c) 2011 Florian Rival (Florian.Rival@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#include "TextEntryObject.h"
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#include "GDL/Instruction.h"
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#include "GDL/ObjectsConcerned.h"
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#include "GDL/RuntimeScene.h"
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/**
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* Test the string
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*/
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bool TextEntryObject::CondString( RuntimeScene & scene, ObjectsConcerned & objectsConcerned, const Instruction & condition )
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{
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if (( condition.GetParameter(2).GetAsCompOperator() == GDExpression::Equal && text == condition.GetParameter(1).GetAsTextExpressionResult(scene, objectsConcerned, shared_from_this()) ) ||
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( condition.GetParameter(2).GetAsCompOperator() == GDExpression::Different && text != condition.GetParameter(1).GetAsTextExpressionResult(scene, objectsConcerned, shared_from_this()) )
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)
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{
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return true;
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}
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return false;
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}
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/**
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* Test if the object is registring input
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*/
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bool TextEntryObject::CondActivated( RuntimeScene & scene, ObjectsConcerned & objectsConcerned, const Instruction & condition )
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{
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return activated;
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}
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