diff options
Diffstat (limited to 'engines/sherlock/tattoo/widget_lab.cpp')
-rw-r--r-- | engines/sherlock/tattoo/widget_lab.cpp | 193 |
1 files changed, 193 insertions, 0 deletions
diff --git a/engines/sherlock/tattoo/widget_lab.cpp b/engines/sherlock/tattoo/widget_lab.cpp new file mode 100644 index 0000000000..cc0bae0e90 --- /dev/null +++ b/engines/sherlock/tattoo/widget_lab.cpp @@ -0,0 +1,193 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "sherlock/tattoo/widget_lab.h" +#include "sherlock/tattoo/tattoo_fixed_text.h" +#include "sherlock/tattoo/tattoo_user_interface.h" +#include "sherlock/tattoo/tattoo.h" + +namespace Sherlock { + +namespace Tattoo { + +WidgetLab::WidgetLab(SherlockEngine *vm) : WidgetBase(vm) { + _labObject = nullptr; +} + +void WidgetLab::summonWindow() { + WidgetBase::summonWindow(); + _labObject = nullptr; +} + +void WidgetLab::handleEvents() { + Events &events = *_vm->_events; + Scene &scene = *_vm->_scene; + TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui; + WidgetBase::handleEvents(); + bool noDesc = false; + + // Handle drawing tooltips. If the user is dragging a lab item, display a tooltip for using the item + // on another. Otherwise, fall back on showing standard tooltips + if (events.getCursor() == INVALID_CURSOR) + displayLabNames(); + else + ui.displayObjectNames(); + + // See if they've released a mouse button to do an action + if (events._released || events._rightReleased) { + // See if the mouse was released in an exit/arrow zone (ie. the "Exit" button) + ui._exitZone = -1; + if (ui._arrowZone != -1 && events._released) + ui._exitZone = ui._arrowZone; + + // Turn any current tooltip off + if (ui._arrowZone == -1 || events._rightReleased) + ui._tooltipWidget.setText(""); + + if (ui._bgFound != -1) { + if (ui._bgShape->_description.hasPrefix(" ") || ui._bgShape->_description.empty()) + noDesc = true; + } else { + noDesc = true; + } + + if (events._rightReleased) { + // If the player is dragging an object around, restore it to its previous location and reset the cursor + if (_labObject) { + _labObject->toggleHidden(); + + // Toggle any other objects (like shadows) tied to this object + for (int idx = 0; idx < 6; ++idx) { + if (!_labObject->_use[idx]._target.compareToIgnoreCase("Toggle")) { + for (int nameNum = 0; nameNum < 4; ++nameNum) + scene.toggleObject(_labObject->_use[idx]._names[nameNum]); + } + } + + events.setCursor(ARROW); + } + + // Show the command list for this object + ui._verbsWidget.load(!noDesc); + } else if (!noDesc) { + // The player has released on an object, see if they had an object selected + // that will be used with this new object + if (_labObject) { + // See if the dragged object can be used with the new object + for (int idx = 0; idx < 6; ++idx) { + // See if the name of the dragged object is in any of the Target + // fields of the verbs for the new object + if (!_labObject->_name.compareToIgnoreCase(ui._bgShape->_use[idx]._target.c_str())) { + // This object can be used, so use it + ui.checkAction(ui._bgShape->_use[idx], ui._bgFound); + ui._activeObj = -1; + } + } + + // Restore the dragged object to its previous location + _labObject->toggleHidden(); + + // Toggle any other objects (like shadows) tied to this object + for (int idx = 0; idx < 6; ++idx) { + if (!_labObject->_use[idx]._target.compareToIgnoreCase("Toggle")) { + for (int nameNum = 0; nameNum < 4; ++nameNum) + scene.toggleObject(_labObject->_use[idx]._names[nameNum]); + } + } + } else if (!ui._bgShape->_name.compareToIgnoreCase("Exit")) { + // Eexecut the Exit button's script, which will leave the scene + ui.lookAtObject(); + } + } else { + // The player has released the mouse while NOT over an object. If theu were dragging an object + // around with the mouse, restore it to its previous location and reset the cursor + if (_labObject) { + _labObject->toggleHidden(); + + // Toggle any other objects (like shadows) tied to this object + for (int idx = 0; idx < 6; ++idx) { + if (!_labObject->_use[idx]._target.compareToIgnoreCase("Toggle")) { + for (int nameNum = 0; nameNum < 4; ++nameNum) + scene.toggleObject(_labObject->_use[idx]._names[nameNum]); + } + } + + events.setCursor(ARROW); + } + } + } else if (events._pressed) { + if (!_labObject) { + // If the mouse is over an object and the object is not SOLID, then we need to pick this object + // up so the player can move it around + if (ui._bgFound != -1) { + // Check if the object is set as SOLID, you can't pick up Solid items + if (ui._bgShape->_aType != SOLID && ui._bgShape->_type != NO_SHAPE) { + // Save a reference to the object about to be dragged + _labObject = ui._bgShape; + + // Set the mouse cursor to the object + Graphics::Surface &img = _labObject->_imageFrame->_frame; + events.setCursor(img, img.w / 2, img.h / 2); + + // Hide this object until they are done with it (releasing it) + _labObject->toggleHidden(); + + // Toggle any other objects (like shadows) tied to this object + for (int idx = 0; idx < 6; ++idx) { + if (!_labObject->_use[idx]._target.compareToIgnoreCase("Toggle")) { + for (int nameNum = 0; nameNum < 4; ++nameNum) + scene.toggleObject(_labObject->_use[idx]._names[nameNum]); + } + } + } + } + } + } +} + +void WidgetLab::displayLabNames() { + TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui; + + // See if thay are pointing at a different object and we need to change the tooltip + if (ui._bgFound != ui._oldBgFound) { + // See if there is a new object to be displayed + if (ui._bgFound == -1) { + ui._tooltipWidget.setText(""); + } else { + Common::String str = Common::String::format("%s %s %s %s", FIXED(Use), _labObject->_description.c_str(), + FIXED(With), ui._bgShape->_description.c_str()); + + // Make sure that the Object has a name + if (!ui._bgShape->_description.empty() && !ui._bgShape->_description.hasPrefix(" ")) { + ui._tooltipWidget.setText(str); + } else { + ui._tooltipWidget.setText(""); + } + } + } + + ui._oldArrowZone = ui._arrowZone; +} + +} // End of namespace Tattoo + +} // End of namespace Sherlock |