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Also, rename the graphics 'Effect' class in order to avoid naming clashes (and/or coder confusion) with the newly named ScriptingEffect class. Lastly, add some documentation for the classes for further clarity.
57 lines
1.6 KiB
C++
57 lines
1.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "zvision/scripting/effects/region_effect.h"
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#include "zvision/zvision.h"
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#include "zvision/scripting/script_manager.h"
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#include "zvision/graphics/render_manager.h"
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namespace ZVision {
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RegionNode::RegionNode(ZVision *engine, uint32 key, GraphicsEffect *effect, uint32 delay)
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: ScriptingEffect(engine, key, SCRIPTING_EFFECT_REGION) {
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_effect = effect;
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_delay = delay;
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_timeLeft = 0;
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}
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RegionNode::~RegionNode() {
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_engine->getRenderManager()->deleteEffect(_key);
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}
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bool RegionNode::process(uint32 deltaTimeInMillis) {
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_timeLeft -= deltaTimeInMillis;
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if (_timeLeft <= 0) {
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_timeLeft = _delay;
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if (_effect)
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_effect->update();
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}
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return false;
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}
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} // End of namespace ZVision
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