e326ebae46
This was SVN commit r290.
474 lines
12 KiB
C++
Executable File
474 lines
12 KiB
C++
Executable File
/*
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GUI util
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by Gustav Larsson
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gee@pyro.nu
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--Overview--
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Contains help class GUI<>, which gives us templated
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parameter to all functions within GUI.
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--More info--
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Check GUI.h
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*/
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#ifndef GUIutil_H
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#define GUIutil_H
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//--------------------------------------------------------
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// Includes / Compiler directives
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//--------------------------------------------------------
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#include "GUI.h"
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#include "Parser.h"
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// TODO Gee: New
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#include "Overlay.h"
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//--------------------------------------------------------
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// Help Classes/Structs for the GUI
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//--------------------------------------------------------
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class CClientArea;
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class CGUIString;
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template <typename T>
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bool __ParseString(const CStr &Value, T &tOutput);
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template <>
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bool __ParseString<bool>(const CStr &Value, bool &Output);
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template <>
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bool __ParseString<int>(const CStr &Value, int &Output);
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template <>
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bool __ParseString<float>(const CStr &Value, float &Output);
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template <>
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bool __ParseString<CRect>(const CStr &Value, CRect &Output);
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template <>
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bool __ParseString<CClientArea>(const CStr &Value, CClientArea &Output);
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template <>
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bool __ParseString<CColor>(const CStr &Value, CColor &Output);
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template <>
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bool __ParseString<CGUIString>(const CStr &Value, CGUIString &Output);
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/**
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* @author Gustav Larsson
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*
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* Client Area is a rectangle relative to a parent rectangle
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*
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* You can input the whole value of the Client Area by
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* string. Like used in the GUI.
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*/
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class CClientArea
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{
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public:
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CClientArea();
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CClientArea(const CStr &Value);
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/// Pixel modifiers
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CRect pixel;
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/// Percent modifiers (I'll let this be integers, I don't think a greater precision is needed)
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CRect percent;
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/**
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* Get client area rectangle when the parent is given
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*/
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CRect GetClientArea(const CRect &parent) const;
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/**
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* The ClientArea can be set from a string looking like:
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*
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* @code
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* "0 0 100% 100%"
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* "50%-10 50%-10 50%+10 50%+10" @endcode
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*
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* i.e. First percent modifier, then + or - and the pixel modifier.
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* Although you can use just the percent or the pixel modifier. Notice
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* though that the percent modifier must always be the first when
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* both modifiers are inputted.
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*
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* @return true if success, false if failure. If false then the client area
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* will be unchanged.
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*/
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bool SetClientArea(const CStr &Value);
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};
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//--------------------------------------------------------
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// Forward declarations
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//--------------------------------------------------------
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class CGUI;
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class IGUIObject;
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/**
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* @author Gustav Larsson
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*
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* Base class to only the class GUI. This superclass is
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* kind of a templateless extention of the class GUI.
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* Used for other functions to friend with, because it
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* it can't friend with GUI since it's templated (at least
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* not on all compilers we're using).
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*/
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class CInternalCGUIAccessorBase
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{
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protected:
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/// Get object pointer
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static IGUIObject * GetObjectPointer(CGUI &GUIinstance, const CStr &Object);
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/// const version
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static const IGUIObject * GetObjectPointer(const CGUI &GUIinstance, const CStr &Object);
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/// Wrapper for ResetStates
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static void QueryResetting(IGUIObject *pObject);
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static void HandleMessage(IGUIObject *pObject, const SGUIMessage &message);
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};
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/**
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* @author Gustav Larsson
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*
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* Includes static functions that needs one template
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* argument.
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*
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* int is only to please functions that doesn't even use T
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* and are only within this class because it's convenient
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*/
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template <typename T=int>
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class GUI : public CInternalCGUIAccessorBase
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{
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// Private functions further ahead
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friend class CGUI;
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friend class IGUIObject;
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friend class CInternalCGUIAccessorBase;
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public:
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/**
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* Retrieves a setting by name from object pointer
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*
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* @param pObject Object pointer
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* @param Setting Setting by name
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* @param Value Stores value here, note type T!
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*/
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static PS_RESULT GetSetting(const IGUIObject *pObject, const CStr &Setting, T &Value)
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{
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if (pObject == NULL)
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return PS_OBJECT_FAIL;
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if (!pObject->SettingExists(Setting))
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return PS_SETTING_FAIL;
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if (!pObject->m_Settings.find(Setting)->second.m_pSetting)
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return PS_FAIL;
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// Set value
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Value = *(T*)pObject->m_Settings.find(Setting)->second.m_pSetting;
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return PS_OK;
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}
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/**
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* Sets a value by name using a real datatype as input.
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*
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* This is the official way of setting a setting, no other
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* way should only causiously be used!
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*
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* @param pObject Object pointer
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* @param Setting Setting by name
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* @param Value Sets value to this, note type T!
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*/
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static PS_RESULT SetSetting(IGUIObject *pObject, const CStr &Setting, const T &Value)
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{
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if (pObject == NULL)
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return PS_OBJECT_FAIL;
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if (!pObject->SettingExists(Setting))
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return PS_SETTING_FAIL;
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// Set value
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*(T*)pObject->m_Settings[Setting].m_pSetting = Value;
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//
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// Some settings needs special attention at change
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//
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// If setting was "size", we need to re-cache itself and all children
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if (Setting == CStr("size"))
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{
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RecurseObject(0, pObject, &IGUIObject::UpdateCachedSize);
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}
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else
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if (Setting == CStr("hidden"))
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{
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// Hiding an object requires us to reset it and all children
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QueryResetting(pObject);
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//RecurseObject(0, pObject, IGUIObject::ResetStates);
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}
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HandleMessage(pObject, SGUIMessage(GUIM_SETTINGS_UPDATED, Setting));
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return PS_OK;
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}
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#ifdef g_GUI
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/**
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* Adapter that uses the singleton g_GUI
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* Can safely be removed.
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*/
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static PS_RESULT GetSetting(
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const CStr &Object,
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const CStr &Setting, T &Value)
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{
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return GetSetting(g_GUI, Object, Setting, Value);
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}
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#endif // g_GUI
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/**
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* Retrieves a setting by settings name and object name
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*
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* @param GUI GUI Object const ref
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* @param Object Object name
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* @param Setting Setting by name
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* @param Value Stores value here, note type T!
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*/
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static PS_RESULT GetSetting(
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const CGUI &GUIinstance, const CStr &Object,
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const CStr &Setting, T &Value)
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{
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if (!GUIinstance.ObjectExists(Object))
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return PS_OBJECT_FAIL;
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// Retrieve pointer and call sibling function
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const IGUIObject *pObject = GetObjectPointer(GUIinstance, Object);
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return GetSetting(pObject, Setting, Value);
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}
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#ifdef g_GUI
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/**
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* Adapter that uses the singleton g_GUI
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* Can safely be removed.
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*/
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static PS_RESULT SetSetting(
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const CStr &Object, const CStr &Setting, const T &Value)
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{
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return SetSetting(g_GUI, Object, Setting, Value);
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}
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#endif // g_GUI
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/**
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* Sets a value by setting and object name using a real
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* datatype as input
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*
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* This is just a wrapper so that we can type the object name
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* and not input the actual pointer.
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*
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* @param GUI GUI Object, reference since we'll be changing values
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* @param Object Object name
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* @param Setting Setting by name
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* @param Value Sets value to this, note type T!
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*/
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static PS_RESULT SetSetting(
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CGUI &GUIinstance, const CStr &Object,
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const CStr &Setting, const T &Value)
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{
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if (!GUIinstance.ObjectExists(Object))
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return PS_OBJECT_FAIL;
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// Retrieve pointer and call sibling function
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// Important, we don't want to use this T, we want
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// to use the standard T, since that will be the
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// one with the friend relationship
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IGUIObject *pObject = GetObjectPointer(GUIinstance, Object);
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return SetSetting(pObject, Setting, Value);
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}
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/**
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* This will return the value of the first sprite if it's not null,
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* if it is null, it will return the value of the second sprite, if
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* that one is null, then null it is.
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*
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* @param prim Primary sprite that should be used
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* @param sec Secondary sprite if Primary should fail
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* @return Resulting string
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*/
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static CStr FallBackSprite(const CStr &prim, const CStr &sec)
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{
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// CStr() == empty string, null
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return ((prim!=CStr())?(prim):(sec));
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}
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/**
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* Same principle as FallBackSprite
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*
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* @param prim Primary color that should be used
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* @param sec Secondary color if Primary should fail
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* @return Resulting color
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* @see FallBackSprite
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*/
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static CColor FallBackColor(const CColor &prim, const CColor &sec)
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{
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// CColor() == null.
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return ((prim!=CColor())?(prim):(sec));
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}
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/**
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* Sets a value by setting and object name using a real
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* datatype as input.
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*
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* This is just a wrapper for _mem_ParseString() which really
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* works the magic.
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*
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* @param Value The value in string form, like "0 0 100% 100%"
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* @param tOutput Parsed value of type T
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* @return True at success.
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*
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* @see _mem_ParseString()
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*/
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static bool ParseString(const CStr &Value, T &tOutput)
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{
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return __ParseString<T>(Value, tOutput);
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}
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private:
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// templated typedef of function pointer
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typedef void (IGUIObject::*void_Object_pFunction_argT)(const T &arg);
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typedef void (IGUIObject::*void_Object_pFunction_argRefT)(T &arg);
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typedef void (IGUIObject::*void_Object_pFunction)();
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/**
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* If you want to call a IGUIObject-function
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* on not just an object, but also on ALL of their children
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* you want to use this recursion system.
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* It recurses an object calling a function on itself
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* and all children (and so forth).
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*
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* <b>Restrictions:</b>\n
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* You can also set restrictions, so that if the recursion
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* reaches an objects with certain setup, it just doesn't
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* call the function on the object, nor it's children for
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* that matter. i.e. it cuts that object off from the
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* recursion tree. What setups that can cause restrictions
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* are hardcoded and specific. Check out the defines
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* GUIRR_* for all different setups.
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*
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* Error reports are either logged or thrown out of RecurseObject.
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* Always use it with try/catch!
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*
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* @param RR Recurse Restrictions, set to 0 if no restrictions
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* @param pObject Top object, this is where the iteration starts
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* @param pFunc Function to recurse
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* @param Argument Argument for pFunc of type T
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* @throws PS_RESULT Depends on what pFunc might throw. PS_RESULT is standard.
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* Itself doesn't throw anything.
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*/
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static void RecurseObject(const int &RR, IGUIObject *pObject, void_Object_pFunction_argT pFunc, const T &Argument)
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{
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// TODO Gee: Don't run this for the base object.
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if (CheckIfRestricted(RR, pObject))
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return;
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(pObject->*pFunc)(Argument);
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// Iterate children
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vector_pObjects::iterator it;
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for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
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{
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RecurseObject(RR, *it, pFunc, Argument);
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}
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}
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/**
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* Argument is reference.
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*
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* @see RecurseObject()
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*/
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static void RecurseObject(const int &RR, IGUIObject *pObject, void_Object_pFunction_argRefT pFunc, T &Argument)
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{
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if (CheckIfRestricted(RR, pObject))
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return;
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(pObject->*pFunc)(Argument);
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// Iterate children
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vector_pObjects::iterator it;
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for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
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{
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RecurseObject(RR, *it, pFunc, Argument);
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}
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}
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/**
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* With no argument.
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*
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* @see RecurseObject()
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*/
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static void RecurseObject(const int &RR, IGUIObject *pObject, void_Object_pFunction pFunc)
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{
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if (CheckIfRestricted(RR, pObject))
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return;
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(pObject->*pFunc)();
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// Iterate children
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vector_pObjects::iterator it;
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for (it = pObject->ChildrenItBegin(); it != pObject->ChildrenItEnd(); ++it)
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{
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RecurseObject(RR, *it, pFunc);
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}
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}
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private:
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/**
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* Checks restrictions for the iteration, for instance if
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* you tell the recursor to avoid all hidden objects, it
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* will, and this function checks a certain object's
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* restriction values.
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*
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* @param RR What kind of restriction, for instance hidden or disabled
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* @param pObject Object
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* @return true if restricted
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*/
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static bool CheckIfRestricted(const int &RR, IGUIObject *pObject)
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{
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if (RR & GUIRR_HIDDEN)
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{
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bool hidden;
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GUI<bool>::GetSetting(pObject, "hidden", hidden);
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if (hidden)
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return true;
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}
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if (RR & GUIRR_DISABLED)
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{
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bool enabled;
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GUI<bool>::GetSetting(pObject, "enabled", enabled);
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if (!enabled)
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return true;
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}
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if (RR & GUIRR_GHOST)
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{
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bool ghost;
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GUI<bool>::GetSetting(pObject, "ghost", ghost);
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if (ghost)
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return true;
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}
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// false means not restricted
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return false;
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}
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};
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#endif
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