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diff --git a/engines/sherlock/tattoo/widget_lab.cpp b/engines/sherlock/tattoo/widget_lab.cpp
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+/* 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