mirror of
https://github.com/dborth/snes9xgx.git
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496 lines
8.4 KiB
C++
496 lines
8.4 KiB
C++
/****************************************************************************
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* Snes9x 1.51 Nintendo Wii/Gamecube Port
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*
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* Tantric February 2009
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*
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* gui_element.cpp
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*
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* GUI class definitions
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***************************************************************************/
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#include "gui.h"
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/**
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* Constructor for the Object class.
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*/
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GuiElement::GuiElement()
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{
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xoffset = 0;
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yoffset = 0;
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width = 0;
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height = 0;
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alpha = 255;
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scale = 1;
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state = STATE_DEFAULT;
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trigger[0] = NULL;
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trigger[1] = NULL;
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parentElement = NULL;
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rumble = true;
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selectable = false;
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clickable = false;
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visible = true;
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focus = -1; // cannot be focused
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updateCB = NULL;
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yoffsetDyn = 0;
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xoffsetDyn = 0;
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alphaDyn = -1;
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scaleDyn = 1;
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effects = 0;
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effectAmount = 0;
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effectTarget = 0;
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effectsOver = 0;
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effectAmountOver = 0;
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effectTargetOver = 0;
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// default alignment - align to top left
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alignmentVert = ALIGN_TOP;
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alignmentHor = ALIGN_LEFT;
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}
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/**
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* Destructor for the GuiElement class.
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*/
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GuiElement::~GuiElement()
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{
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}
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void GuiElement::SetParent(GuiElement * e)
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{
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parentElement = e;
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}
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/**
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* Get the left position of the GuiElement.
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* @see SetLeft()
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* @return Left position in pixel.
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*/
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int GuiElement::GetLeft()
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{
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int x = 0;
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int pWidth = 0;
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int pLeft = 0;
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if(parentElement)
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{
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pWidth = parentElement->GetWidth();
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pLeft = parentElement->GetLeft();
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}
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if(effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT))
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pLeft += xoffsetDyn;
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switch(alignmentHor)
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{
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case ALIGN_LEFT:
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x = pLeft;
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break;
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case ALIGN_CENTRE:
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x = pLeft + (pWidth/2) - (width/2);
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break;
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case ALIGN_RIGHT:
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x = pLeft + pWidth - width;
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break;
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}
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return x + xoffset;
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}
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/**
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* Get the top position of the GuiElement.
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* @see SetTop()
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* @return Top position in pixel.
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*/
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int GuiElement::GetTop()
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{
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int y = 0;
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int pHeight = 0;
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int pTop = 0;
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if(parentElement)
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{
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pHeight = parentElement->GetHeight();
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pTop = parentElement->GetTop();
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}
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if(effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT))
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pTop += yoffsetDyn;
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switch(alignmentVert)
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{
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case ALIGN_TOP:
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y = pTop;
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break;
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case ALIGN_MIDDLE:
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y = pTop + (pHeight/2) - (height/2);
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break;
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case ALIGN_BOTTOM:
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y = pTop + pHeight - height;
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break;
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}
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return y + yoffset;
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}
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/**
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* Get the width of the GuiElement.
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* @see SetWidth()
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* @return Width of the GuiElement.
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*/
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int GuiElement::GetWidth()
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{
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return width;
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}
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/**
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* Get the height of the GuiElement.
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* @see SetHeight()
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* @return Height of the GuiElement.
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*/
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int GuiElement::GetHeight()
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{
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return height;
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}
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/**
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* Set the width and height of the GuiElement.
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* @param[in] Width Width in pixel.
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* @param[in] Height Height in pixel.
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* @see SetWidth()
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* @see SetHeight()
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*/
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void GuiElement::SetSize(int w, int h)
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{
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width = w;
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height = h;
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}
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/**
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* Get visible.
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* @see SetVisible()
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* @return true if visible, false otherwise.
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*/
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bool GuiElement::IsVisible()
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{
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return visible;
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}
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/**
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* Set visible.
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* @param[in] Visible Set to true to show GuiElement.
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* @see IsVisible()
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*/
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void GuiElement::SetVisible(bool v)
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{
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visible = v;
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}
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void GuiElement::SetAlpha(int a)
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{
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alpha = a;
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}
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int GuiElement::GetAlpha()
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{
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int a;
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if(alphaDyn >= 0)
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a = alphaDyn;
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else
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a = alpha;
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if(parentElement)
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a *= parentElement->GetAlpha()/255.0;
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return a;
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}
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void GuiElement::SetScale(float s)
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{
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scale = s;
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}
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float GuiElement::GetScale()
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{
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float s = scale * scaleDyn;
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if(parentElement)
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s *= parentElement->GetScale();
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return s;
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}
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int GuiElement::GetState()
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{
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return state;
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}
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void GuiElement::SetState(int s)
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{
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state = s;
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}
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void GuiElement::ResetState()
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{
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if(state != STATE_DISABLED)
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state = STATE_DEFAULT;
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}
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void GuiElement::SetClickable(bool c)
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{
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clickable = c;
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}
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void GuiElement::SetSelectable(bool s)
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{
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selectable = s;
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}
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bool GuiElement::IsSelectable()
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{
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if(state == STATE_DISABLED || state == STATE_CLICKED)
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return false;
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else
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return selectable;
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}
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bool GuiElement::IsClickable()
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{
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if(state == STATE_DISABLED || state == STATE_CLICKED)
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return false;
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else
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return clickable;
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}
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void GuiElement::SetFocus(int f)
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{
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focus = f;
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}
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int GuiElement::IsFocused()
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{
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return focus;
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}
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void GuiElement::SetTrigger(GuiTrigger * t)
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{
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if(!trigger[0])
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trigger[0] = t;
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else if(!trigger[1])
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trigger[1] = t;
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else // both were assigned, so we'll just overwrite the first one
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trigger[0] = t;
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}
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void GuiElement::SetTrigger(u8 i, GuiTrigger * t)
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{
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trigger[i] = t;
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}
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bool GuiElement::Rumble()
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{
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return rumble;
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}
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void GuiElement::SetRumble(bool r)
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{
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rumble = r;
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}
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int GuiElement::GetEffect()
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{
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return effects;
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}
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void GuiElement::SetEffect(int eff, int amount, int target)
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{
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if(eff & EFFECT_SLIDE_IN)
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{
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// these calculations overcompensate a little
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if(eff & EFFECT_SLIDE_TOP)
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yoffsetDyn = -screenheight;
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else if(eff & EFFECT_SLIDE_LEFT)
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xoffsetDyn = -screenwidth;
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else if(eff & EFFECT_SLIDE_BOTTOM)
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yoffsetDyn = screenheight;
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else if(eff & EFFECT_SLIDE_RIGHT)
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xoffsetDyn = screenwidth;
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}
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if(eff & EFFECT_FADE && amount > 0)
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{
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alphaDyn = 0;
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}
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else if(eff & EFFECT_FADE && amount < 0)
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{
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alphaDyn = alpha;
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}
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effects |= eff;
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effectAmount = amount;
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effectTarget = target;
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}
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void GuiElement::SetEffectOnOver(int eff, int amount, int target)
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{
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effectsOver |= eff;
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effectAmountOver = amount;
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effectTargetOver = target;
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}
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void GuiElement::SetEffectGrow()
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{
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SetEffectOnOver(EFFECT_SCALE, 4, 110);
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}
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void GuiElement::UpdateEffects()
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{
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if(effects & (EFFECT_SLIDE_IN | EFFECT_SLIDE_OUT))
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{
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if(effects & EFFECT_SLIDE_IN)
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{
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if(effects & EFFECT_SLIDE_LEFT)
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{
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xoffsetDyn += effectAmount;
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if(xoffsetDyn >= 0)
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{
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xoffsetDyn = 0;
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effects = 0;
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}
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}
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else if(effects & EFFECT_SLIDE_RIGHT)
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{
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xoffsetDyn -= effectAmount;
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if(xoffsetDyn <= 0)
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{
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xoffsetDyn = 0;
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effects = 0;
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}
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}
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else if(effects & EFFECT_SLIDE_TOP)
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{
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yoffsetDyn += effectAmount;
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if(yoffsetDyn >= 0)
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{
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yoffsetDyn = 0;
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effects = 0;
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}
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}
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else if(effects & EFFECT_SLIDE_BOTTOM)
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{
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yoffsetDyn -= effectAmount;
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if(yoffsetDyn <= 0)
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{
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yoffsetDyn = 0;
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effects = 0;
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}
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}
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}
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else
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{
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if(effects & EFFECT_SLIDE_LEFT)
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{
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xoffsetDyn -= effectAmount;
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if(xoffsetDyn <= -screenwidth)
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effects = 0; // shut off effect
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}
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else if(effects & EFFECT_SLIDE_RIGHT)
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{
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xoffsetDyn += effectAmount;
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if(xoffsetDyn >= screenwidth)
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effects = 0; // shut off effect
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}
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else if(effects & EFFECT_SLIDE_TOP)
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{
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yoffsetDyn -= effectAmount;
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if(yoffsetDyn <= -screenheight)
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effects = 0; // shut off effect
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}
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else if(effects & EFFECT_SLIDE_BOTTOM)
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{
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yoffsetDyn += effectAmount;
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if(yoffsetDyn >= screenheight)
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effects = 0; // shut off effect
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}
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}
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}
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if(effects & EFFECT_FADE)
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{
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alphaDyn += effectAmount;
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if(effectAmount < 0 && alphaDyn <= 0)
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{
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alphaDyn = 0;
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effects = 0; // shut off effect
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}
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else if(effectAmount > 0 && alphaDyn >= alpha)
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{
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alphaDyn = alpha;
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effects = 0; // shut off effect
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}
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}
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if(effects & EFFECT_SCALE)
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{
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scaleDyn += effectAmount/100.0;
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if((effectAmount < 0 && scaleDyn <= effectTarget/100.0)
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|| (effectAmount > 0 && scaleDyn >= effectTarget/100.0))
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{
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scaleDyn = effectTarget/100.0;
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effects = 0; // shut off effect
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}
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}
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}
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void GuiElement::Update(GuiTrigger * t)
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{
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if(updateCB)
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updateCB(this);
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}
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void GuiElement::SetUpdateCallback(UpdateCallback u)
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{
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updateCB = u;
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}
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void GuiElement::SetPosition(int xoff, int yoff)
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{
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xoffset = xoff;
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yoffset = yoff;
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}
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void GuiElement::SetAlignment(int hor, int vert)
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{
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alignmentHor = hor;
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alignmentVert = vert;
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}
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int GuiElement::GetSelected()
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{
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return -1;
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}
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/**
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* Draw an element on screen.
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*/
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void GuiElement::Draw()
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{
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}
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/**
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* Check if a position is inside the GuiElement.
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* @param[in] x X position in pixel.
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* @param[in] y Y position in pixel.
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*/
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bool GuiElement::IsInside(int x, int y)
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{
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if(x > this->GetLeft() && x < (this->GetLeft()+width)
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&& y > this->GetTop() && y < (this->GetTop()+height))
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return true;
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return false;
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}
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