text: //
  // Copyright (c) 2016-2018 João Baptista de Paula e Silva.
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in all
  // copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  // SOFTWARE.
  //
  
  
  #include "InteractableObject.hpp"
  
  #include <SFML/System.hpp>
  #include "scene/GameScene.hpp"
  
  InteractableObject::InteractableObject(GameScene& scene)
      : GameObject(scene), active(true), currentPopup(nullptr)
  {
  
  }
  
  void InteractableObject::update(FrameTime curTime)
  {
      auto player = gameScene.getObjectByName<Player>("player");
  
      bool popup = false;
      if (active && player)
          popup = cpvdistsq(interactionCenter, player->getPosition()) < interactionRadius*interactionRadius;
  
      if (popup && currentPopup == nullptr)
      {
          auto obj = std::make_unique<InteractionPopup>(gameScene);
          obj->setPosition(sf::Vector2f(round(popupPosition.x), round(popupPosition.y)));
          currentPopup = obj.get();
          gameScene.addObject(std::move(obj));
      }
      else if (!popup && currentPopup != nullptr)
      {
          currentPopup->collapse();
          currentPopup = nullptr;
      }
  
      if (popup && player && player->wantsToInteract()) interact();
  }
  
  bool InteractableObject::notifyScreenTransition(cpVect displacement)
  {
      interactionCenter += displacement;
      popupPosition += displacement;
      return true;
  }
  