scummvm/engines/sherlock/tattoo/widget_lab.cpp

199 lines
6.7 KiB
C++

/* 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;
Common::Point mousePos = events.mousePos();
WidgetBase::handleEvents();
// 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("");
bool noDesc = false;
if (ui._bgFound != -1) {
if (ui._bgShape->_description.hasPrefix(" ") || ui._bgShape->_description.empty())
noDesc = true;
} else {
noDesc = true;
}
events.setCursor(ARROW);
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")) {
// Execute 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]);
}
}
}
}
_labObject = nullptr;
ui._tooltipWidget._offsetY = 0;
} else if (events._pressed && !_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;
Common::Point cursorOffset = mousePos - _labObject->_position;
events.setCursor(ARROW, cursorOffset, img);
ui._tooltipWidget._offsetY = cursorOffset.y;
// 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