Пример #1
0
void WidgetBase::close() {
	Events &events = *_vm->_events;
	TattooScene &scene = *(TattooScene *)_vm->_scene;
	TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;

	banishWindow();
	ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
	events.clearEvents();
}
Пример #2
0
void WidgetPassword::close() {
	Talk &talk = *_vm->_talk;
	
	banishWindow();
	if (talk._talkToAbort)
		return;

	// See if they entered the correct password
	Common::String correct1 = FIXED(CorrectPassword);
	Common::String correct2 = Common::String::format("%s?", FIXED(CorrectPassword));
	Common::String correct3 = Common::String::format("%s ?", FIXED(CorrectPassword));

	if (!_password.compareToIgnoreCase(correct1) || !_password.compareToIgnoreCase(correct2)
			|| !_password.compareToIgnoreCase(correct3))
		// They got it correct
		_vm->setFlags(149);

	talk.talkTo("LASC52P");
}
Пример #3
0
void WidgetMessage::handleEvents() {
	Events &events = *_vm->_events;
	TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
	WidgetBase::handleEvents();

	--_menuCounter;

	// Check if a mouse or keypress has occurred, or the display counter has expired
	if (events._pressed || events._released || events._rightPressed || events._rightReleased ||
			ui._keyState.keycode || !_menuCounter) {
		// Close the window
		banishWindow();

		// Reset cursor and switch back to standard mode
		events.setCursor(ARROW);
		events.clearEvents();
		ui._key = -1;
		ui._oldBgFound = -1;
		ui._menuMode = STD_MODE;
	}
}
Пример #4
0
void WidgetVerbs::handleEvents() {
	Events &events = *_vm->_events;
	FixedText &fixedText = *_vm->_fixedText;
	People &people = *_vm->_people;
	TattooScene &scene = *(TattooScene *)_vm->_scene;
	Talk &talk = *_vm->_talk;
	TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
	Common::Point mousePos = events.mousePos();
	Common::Point scenePos = mousePos + ui._currentScroll;
	bool noDesc = false;

	Common::String strLook = fixedText.getText(kFixedText_Look);
	Common::String strTalk = fixedText.getText(kFixedText_Talk);
	Common::String strJournal = fixedText.getText(kFixedText_Journal);

	checkTabbingKeys(_verbCommands.size());

	// Highlight verb display as necessary
	highlightVerbControls();

	// Flag if the user has started pressing the button with the cursor outsie the menu
	if (events._firstPress && !_bounds.contains(mousePos))
		_outsideMenu = true;

	// See if they released the mouse button
	if (events._released || events._rightReleased) {
		// See if they want to close the menu (they clicked outside of the menu)
		if (!_bounds.contains(mousePos)) {
			if (_outsideMenu) {
				// Free the current menu graphics & erase the menu
				banishWindow();

				if (events._rightReleased) {
					// Reset the selected shape to what was clicked on
					ui._bgFound = scene.findBgShape(scenePos);
					ui._personFound = ui._bgFound >= 1000;
					Object *_bgShape = ui._personFound ? nullptr : &scene._bgShapes[ui._bgFound];

					if (ui._personFound) {
						if (people[ui._bgFound - 1000]._description.empty() || people[ui._bgFound - 1000]._description.hasPrefix(" "))
							noDesc = true;
					} else if (ui._bgFound != -1) {
						if (_bgShape->_description.empty() || _bgShape->_description.hasPrefix(" "))
							noDesc = true;
					} else {
						noDesc = true;
					}

					// Call the Routine to turn on the Commands for this Object
					load(!noDesc);
				} else {
					// See if we're in a Lab Table Room
					ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
				}
			}
		} else if (_bounds.contains(mousePos)) {
			// Mouse is within the menu
			// Erase the menu
			banishWindow();

			// See if they are activating the Look Command
			if (!_verbCommands[_selector].compareToIgnoreCase(strLook)) {
				ui._bgFound = ui._activeObj;
				if (ui._activeObj >= 1000) {
					ui._personFound = true;
				} else {
					ui._personFound = false;
					ui._bgShape = &scene._bgShapes[ui._activeObj];
				}

				ui.lookAtObject();

			} else if (!_verbCommands[_selector].compareToIgnoreCase(strTalk)) {
				// Talk command is being activated
				talk.talk(ui._activeObj);
				ui._activeObj = -1;
			
			} else if (!_verbCommands[_selector].compareToIgnoreCase(strJournal)) {
				ui.doJournal();

				// See if we're in a Lab Table scene
				ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
			} else if (_selector >= ((int)_verbCommands.size() - 2)) {
				switch (_selector - (int)_verbCommands.size() + 2) {
				case 0:
					// Inventory
					ui.doInventory(2);
					break;

				case 1:
					// Options
					ui.doControls();
					break;

				default:
					ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
					break;
				}
			} else {
				// If they have selected anything else, process it
				people[HOLMES].gotoStand();

				if (ui._activeObj < 1000) {
					for (int idx = 0; idx < 6; ++idx) {
						if (!_verbCommands[_selector].compareToIgnoreCase(scene._bgShapes[ui._activeObj]._use[idx]._verb)) {
							// See if they are Picking this object up
							if (!scene._bgShapes[ui._activeObj]._use[idx]._target.compareToIgnoreCase("*PICKUP"))
								ui.pickUpObject(ui._activeObj);
							else
								ui.checkAction(scene._bgShapes[ui._activeObj]._use[idx], ui._activeObj);
						}
					}
				} else {
					for (int idx = 0; idx < 2; ++idx) {
						if (!_verbCommands[_selector].compareToIgnoreCase(people[ui._activeObj - 1000]._use[idx]._verb))
							ui.checkAction(people[ui._activeObj - 1000]._use[idx], ui._activeObj);
					}
				}

				ui._activeObj = -1;
				if (ui._menuMode != MESSAGE_MODE) {
					// See if we're in a Lab Table Room
					ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
				}
			}
		}
	} else if (ui._keyState.keycode == Common::KEYCODE_ESCAPE) {
		// User closing the menu with the ESC key
		banishWindow();
		ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
	}
}
Пример #5
0
void WidgetOptions::handleEvents() {
	TattooEngine &vm = *(TattooEngine *)_vm;
	Events &events = *_vm->_events;
	Music &music = *_vm->_music;
	Screen &screen = *_vm->_screen;
	Sound &sound = *_vm->_sound;
	Talk &talk = *_vm->_talk;
	TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
	Common::Point mousePos = events.mousePos();

	if (talk._talkToAbort) {
		sound.stopSound();
		return;
	}

	// Flag if they started pressing outside the window
	if (events._firstPress && !_bounds.contains(mousePos))
		_outsideMenu = true;

	if (events.kbHit()) {
		ui._keyState = events.getKey();

		// Emulate a mouse release if Enter or Space Bar is pressed
		if (ui._keyState.keycode == Common::KEYCODE_RETURN || ui._keyState.keycode == Common::KEYCODE_SPACE) {
			events._pressed  = events._oldButtons = false;
			events._released = true;
		} else if (ui._keyState.keycode == Common::KEYCODE_ESCAPE) {
			close();
			return;
		} else {
			checkTabbingKeys(11);
		}
	}

	// Check highlighting the various controls
	if (_bounds.contains(mousePos)) {
		_selector = (mousePos.y - _bounds.top) / (_surface.fontHeight() + 7);

		// If one of the sliders has been selected, & the mouse is not pressed, reset the selector to -1
		if ((_selector == 3 || _selector == 6) && !events._pressed)
			_selector = -1;
	} else {
		_selector = -1;
		if (_outsideMenu && (events._released || events._rightReleased)) {
			events.clearEvents();
			close();
			return;
		}
	}

	// If the selected control has changed, redraw the dialog contents
	if (_selector != _oldSelector)
		render(OP_CONTENTS);
	_oldSelector = _selector;

	// Adjust the Volume Sliders (if neccessary) here
	switch (_selector) {
	case 3: {
		// Set Music Volume
		_midiSliderX = mousePos.x - _bounds.left;
		if (_midiSliderX < _surface.widestChar())
			_midiSliderX = _surface.widestChar();
		else
			if (_midiSliderX > _bounds.width() - _surface.widestChar())
				_midiSliderX = _bounds.width() - _surface.widestChar();

		int newVolume = (_midiSliderX - _surface.widestChar()) * 255 / (_bounds.width() - _surface.widestChar() * 2);
		if (newVolume != music._musicVolume) {
			music.setMusicVolume(newVolume);
			vm.saveConfig();
		}

		render(OP_NAMES);
		break;
	}

	case 6: {
		// Set Digitized Volume
		_digiSliderX = mousePos.x - _bounds.left;
		if (_digiSliderX < _surface.widestChar())
			_digiSliderX = _surface.widestChar();
		else if (_digiSliderX > _bounds.width() - _surface.widestChar())
			_digiSliderX = _bounds.width() - _surface.widestChar();

		int temp = sound._soundVolume;
		sound._soundVolume = (_digiSliderX - _surface.widestChar()) * 255 / (_bounds.width() - _surface.widestChar() * 2);
		if (sound._soundVolume != temp) {
			sound.setVolume(sound._soundVolume);
			vm.saveConfig();
		}

		render(OP_NAMES);
		break;
	}

	default:
		break;
	}

	// Option selected
	if (events._released || events._rightReleased) {
		events.clearEvents();
		_outsideMenu = false;
		int temp = _selector;
		_selector = -1;

		switch (temp) {
		case 0:
			// Load Game
			close();
			ui.loadGame();
			break;

		case 1:
			// Save Game
			close();
			ui.saveGame();
			break;

		case 2:
			// Toggle Music
			music._musicOn = !music._musicOn;
			if (!music._musicOn)
				music.stopMusic();
			else
				music.startSong();

			render(OP_NAMES);
			vm.saveConfig();
			break;

		case 4:
			// Toggle Sound Effects
			sound.stopSound();
			sound._digitized = !sound._digitized;

			render(OP_NAMES);
			vm.saveConfig();
			break;

		case 5:
			// Toggle Voices
			sound._voices = !sound._voices;

			render(OP_NAMES);
			vm.saveConfig();
			break;
			
		case 7:
			// Toggle Text Windows
			vm._textWindowsOn = !vm._textWindowsOn;

			render(OP_NAMES);
			vm.saveConfig();
			break;

		case 8: {
			// New Font Style
			int fontNumber = screen.fontNumber() + 1;
			if (fontNumber == 7)
				fontNumber = 0;
			screen.setFont(fontNumber);

			render(OP_ALL);
			vm.saveConfig();
			break;
		}

		case 9:
			// Toggle Transparent Menus
			vm._transparentMenus = !vm._transparentMenus;

			render(OP_NAMES);
			vm.saveConfig();
			break;

		case 10:
			// Quit
			banishWindow();
			ui.doQuitMenu();
			break;

		default:
			break;
		}
		
		_oldSelector = -1;
	}
}