Files
scummvm-cursorfix/engines/sherlock/tattoo/widget_inventory.cpp
2026-02-02 04:50:13 +01:00

803 lines
27 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "sherlock/tattoo/widget_inventory.h"
#include "sherlock/tattoo/tattoo_fixed_text.h"
#include "sherlock/tattoo/tattoo_people.h"
#include "sherlock/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/tattoo_user_interface.h"
#include "sherlock/tattoo/tattoo.h"
#include "backends/keymapper/keymapper.h"
namespace Sherlock {
namespace Tattoo {
#define INVENTORY_XSIZE 70 // Width of the box that surrounds inventory items
#define INVENTORY_YSIZE 70 // Height of the box that surrounds inventory items
#define MAX_INV_COMMANDS 10 // Maximum elements in dialog
#define NUM_INV_PER_LINE 4 // Number of inentory items per line in the dialog
WidgetInventoryTooltip::WidgetInventoryTooltip(SherlockEngine *vm, WidgetInventory *owner) :
WidgetTooltipBase(vm), _owner(owner) {
}
void WidgetInventoryTooltip::setText(const Common::String &str) {
// If no text specified, erase any previously displayed tooltip and free its surface
if (str.empty()) {
erase();
_surface.free();
return;
}
int width = _surface.stringWidth(str) + 2;
int height = 0;
Common::String line1 = str, line2;
// See if we need to split it into two lines
if (width > 150) {
// Yes, we do
const char *s = str.c_str();
const char *space = nullptr;
int dif = 10000;
while (*s) {
s = strchr(s, ' ');
if (!s) {
if (!space) {
height = _surface.stringHeight(str) + 2;
} else {
line1 = Common::String(str.c_str(), space);
line2 = Common::String(space + 1);
height = _surface.stringHeight(line1) + _surface.stringHeight(line2) + 4;
}
break;
} else {
line1 = Common::String(str.c_str(), s);
line2 = Common::String(s + 1);
int width1 = _surface.stringWidth(line1);
int width2 = _surface.stringWidth(line2);
if (ABS(width1 - width2) < dif) {
// Found a split point that results in less overall width
space = s;
dif = ABS(width1 - width2);
width = MAX(width1, width2);
}
s++;
}
}
} else {
height = _surface.stringHeight(str) + 2;
}
// Allocate a fresh surface for the new string
_bounds = Common::Rect(width, height);
_surface.create(width, height);
_surface.clear(TRANSPARENCY);
if (line2.empty()) {
_surface.writeFancyString(str, Common::Point(0, 0), BLACK, INFO_TOP);
} else {
int xp, yp;
xp = (_bounds.width() - _surface.stringWidth(line1) - 2) / 2;
_surface.writeFancyString(line1, Common::Point(xp, 0), BLACK, INFO_TOP);
xp = (_bounds.width() - _surface.stringWidth(line2) - 2) / 2;
yp = _surface.stringHeight(line2) + 2;
_surface.writeFancyString(line2, Common::Point(xp, yp), BLACK, INFO_TOP);
}
}
void WidgetInventoryTooltip::handleEvents() {
Events &events = *_vm->_events;
FixedText &fixedText = *_vm->_fixedText;
Inventory &inv = *_vm->_inventory;
TattooPeople &people = *(TattooPeople *)_vm->_people;
Scene &scene = *_vm->_scene;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
Common::Point mousePos = events.mousePos();
Common::String str;
int select = -1, oldSelect = 999;
Common::String strWith = fixedText.getText(kFixedText_With);
Common::String strUse = fixedText.getText(kFixedText_Use);
// Register the tooltip for requiring post-rendering drawing, since we draw directly to the screen if a scene
// mask is active, since the initial draw to the screen will be covered by the mask rendering
if (ui._mask) {
ui._postRenderWidgets.push_back(this);
}
// If we are using an inventory item on an object in the room, display the appropriate text above the mouse cursor
if (_owner->_invVerbMode == 3) {
select = ui._bgFound;
oldSelect = ui._oldBgFound;
if (select != -1 && (select != oldSelect || (select != -1 && _surface.empty()))) {
// See if we're pointing at a shape or a sprite
if (select < 1000) {
Object &obj = scene._bgShapes[select];
if (!obj._description.empty() && !obj._description.hasPrefix(" ")) {
if (_vm->getLanguage() == Common::EL_GRC) {
if (!_owner->_swapItems)
str = Common::String::format("%s %s %s %s", _owner->_action.c_str(), obj._description.c_str(),
inv[_owner->_invSelect]._name.c_str(), _owner->_verb.c_str());
else
str = Common::String::format("%s %s %s %s", _owner->_action.c_str(), inv[_owner->_invSelect]._name.c_str(),
obj._description.c_str(), _owner->_verb.c_str());
} else {
if (_owner->_swapItems)
str = Common::String::format("%s %s %s %s", _owner->_verb.c_str(), obj._description.c_str(), _owner->_action.c_str(),
inv[_owner->_invSelect]._name.c_str());
else
str = Common::String::format("%s %s %s %s", _owner->_verb.c_str(), inv[_owner->_invSelect]._name.c_str(),
_owner->_action.c_str(), obj._description.c_str());
}
}
} else {
Person &person = people[ui._bgFound - 1000];
if (!person._description.empty() && !person._description.hasPrefix(" ")) {
if (_vm->getLanguage() == Common::EL_GRC) {
if (!_owner->_swapItems)
str = Common::String::format("%s %s %s %s", _owner->_action.c_str(), person._description.c_str(),
inv[_owner->_invSelect]._name.c_str(), _owner->_verb.c_str());
else
str = Common::String::format("%s %s %s %s", _owner->_action.c_str(), inv[_owner->_invSelect]._name.c_str(),
person._description.c_str(), _owner->_verb.c_str());
} else {
if (_owner->_swapItems)
str = Common::String::format("%s %s %s %s", _owner->_verb.c_str(), person._description.c_str(),
_owner->_action.c_str(), inv[_owner->_invSelect]._name.c_str());
else
str = Common::String::format("%s %s %s %s", _owner->_verb.c_str(),
inv[_owner->_invSelect]._name.c_str(), _owner->_action.c_str(), person._description.c_str());
}
}
}
}
} else {
const Common::Rect &b = _owner->_bounds;
Common::Rect r(b.left + 3, b.top + 3, b.right - 3 - BUTTON_SIZE, b.bottom - 3);
if (r.contains(mousePos)) {
select = (mousePos.x - r.left) / (INVENTORY_XSIZE + 3) + NUM_INVENTORY_SHOWN / 2 *
((mousePos.y - r.top) / (INVENTORY_YSIZE + 3)) + inv._invIndex;
if (select >= inv._holdings) {
select = -1;
} else {
oldSelect = _owner->_invSelect;
if (select != _owner->_invSelect || _surface.empty()) {
if (_owner->_invMode == 1) {
// See if we were pointing at a shapre or sprite
if (ui._activeObj < 1000) {
Object &obj = scene._bgShapes[ui._activeObj];
if (!obj._description.empty() && !obj._description.hasPrefix(" "))
str = Common::String::format("%s %s %s %s", strUse.c_str(), inv[select]._name.c_str(),
strWith.c_str(), obj._description.c_str());
} else {
Person &person = people[ui._activeObj - 1000];
if (!person._description.empty() && !person._description.hasPrefix(" "))
str = Common::String::format("%s %s %s %s", strUse.c_str(), inv[select]._name.c_str(),
strWith.c_str(), person._description.c_str());
}
} else {
if (_owner->_invVerbMode == 2)
str = Common::String::format("%s %s %s %s", strUse.c_str(), inv[_owner->_invSelect]._name.c_str(),
strWith.c_str(), inv[select]._name.c_str());
else
str = inv[select]._description.c_str();
}
}
}
}
}
// See if they are pointing at a different inventory object and we need to
// change the graphics of the Text Tag
if (select != oldSelect || (select != -1 && _surface.empty())) {
// Set the text
setText(str);
if (_owner->_invVerbMode != 3)
_owner->_invSelect = select;
else
ui._oldBgFound = select;
} else if (select == -1 && oldSelect != -1) {
setText(Common::String());
return;
}
if (_owner->_invVerbMode == 3)
// Adjust tooltip to be above the inventory item being shown above the standard cursor
mousePos.y -= events._hotspotPos.y;
// Update the position of the tooltip
int xs = CLIP(mousePos.x - _bounds.width() / 2, 0, SHERLOCK_SCENE_WIDTH - _bounds.width());
int ys = CLIP(mousePos.y - _bounds.height(), 0, SHERLOCK_SCREEN_HEIGHT - _bounds.height());
_bounds.moveTo(xs, ys);
}
/*----------------------------------------------------------------*/
WidgetInventoryVerbs::WidgetInventoryVerbs(SherlockEngine *vm, WidgetInventory *owner) :
WidgetBase(vm), _owner(owner) {
_invVerbSelect = _oldInvVerbSelect = -1;
}
void WidgetInventoryVerbs::load() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
Common::Point mousePos = events.mousePos();
// Make the Verb List for this Inventory Item
_inventCommands.clear();
_inventCommands.push_back(FIXED(Look));
// Default the Action word to "with"
_owner->_action = _vm->getLanguage() == Common::EL_GRC ? "" : FIXED(With);
// Search all the bgshapes for any matching Target Fields
for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) {
Object &obj = scene._bgShapes[idx];
if (obj._type != INVALID && obj._type != HIDDEN) {
for (int useNum = 0; useNum < 6; ++useNum) {
if (!obj._use[useNum]._verb.hasPrefix("*") &&
!obj._use[useNum]._target.compareToIgnoreCase(inv[_owner->_invSelect]._name)) {
// Make sure the Verb is not already in the list
bool found1 = false;
for (uint cmdNum = 0; cmdNum < _inventCommands.size() && !found1; ++cmdNum) {
if (!_inventCommands[cmdNum].compareToIgnoreCase(obj._use[useNum]._verb))
found1 = true;
}
if (!found1) {
_inventCommands.push_back(obj._use[useNum]._verb);
// Check for any Special Action commands
for (int nameNum = 0; nameNum < 4; ++nameNum) {
if (!scumm_strnicmp(obj._use[useNum]._names[nameNum].c_str(), "*V", 2)) {
if (!scumm_strnicmp(obj._use[useNum]._names[nameNum].c_str(), "*VSWAP", 6))
_owner->_swapItems = true;
else
_owner->_action = Common::String(obj._use[useNum]._names[nameNum].c_str() + 2);
}
}
}
}
}
}
}
// Search the NPCs for matches as well
for (int idx = 1; idx < MAX_CHARACTERS; ++idx) {
for (int useNum = 0; useNum < 2; ++useNum) {
if (!people[idx]._use[useNum]._target.compareToIgnoreCase(inv[_owner->_invSelect]._name) &&
!people[idx]._use[useNum]._verb.empty() && !people[idx]._use[useNum]._verb.hasPrefix(" ")) {
bool found1 = false;
for (uint cmdNum = 0; cmdNum < _inventCommands.size() && !found1; ++cmdNum) {
if (!_inventCommands[cmdNum].compareToIgnoreCase(people[idx]._use[cmdNum]._verb))
found1 = true;
}
if (!found1)
_inventCommands.push_back(people[idx]._use[useNum]._verb);
}
}
}
// Finally see if the item itself has a verb
if (!inv[_owner->_invSelect]._verb._verb.empty()) {
// Don't add "Solve" to the Foolscap if it's already been "Solved"
if (inv[_owner->_invSelect]._verb._verb.compareToIgnoreCase(FIXED(Solve)) || !_vm->readFlags(299))
_inventCommands.push_back(inv[_owner->_invSelect]._verb._verb);
}
// Now find the widest command in the _inventCommands array
int width = 0;
for (uint idx = 0; idx < _inventCommands.size(); ++idx)
width = MAX(width, _surface.stringWidth(_inventCommands[idx]));
// Set up bounds for the menu
_bounds = Common::Rect(width + _surface.widestChar() * 2 + 6,
(_surface.fontHeight() + 7) * _inventCommands.size() + 3);
_bounds.moveTo(mousePos.x - _bounds.width() / 2, mousePos.y - _bounds.height() / 2);
// Create the surface
_surface.create(_bounds.width(), _bounds.height());
_surface.clear(TRANSPARENCY);
makeInfoArea();
// Draw the Verb commands and the lines separating them
ImageFile &images = *ui._interfaceImages;
for (int idx = 0; idx < (int)_inventCommands.size(); ++idx) {
_surface.writeString(_inventCommands[idx], Common::Point((_bounds.width() -
_surface.stringWidth(_inventCommands[idx])) / 2, (_surface.fontHeight() + 7) * idx + 5), INFO_TOP);
if (idx < (int)_inventCommands.size() - 1) {
_surface.vLine(3, (_surface.fontHeight() + 7) * (idx + 1), _bounds.right - 4, INFO_TOP);
_surface.vLine(3, (_surface.fontHeight() + 7) * (idx + 1) + 1, _bounds.right - 4, INFO_MIDDLE);
_surface.vLine(3, (_surface.fontHeight() + 7) * (idx + 1) + 2, _bounds.right - 4, INFO_BOTTOM);
_surface.SHtransBlitFrom(images[4], Common::Point(0, (_surface.fontHeight() + 7) * (idx + 1)));
_surface.SHtransBlitFrom(images[5], Common::Point(_bounds.width() - images[5]._width,
(_surface.fontHeight() + 7) * (idx + 1) - 1));
}
}
summonWindow();
}
void WidgetInventoryVerbs::handleEvents() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
TattooScene &scene = *(TattooScene *)_vm->_scene;
Common::Point mousePos = events.mousePos();
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
TattooEngine &vm = *(TattooEngine *)_vm;
// Handle changing highlighted verb entry
highlightControls();
// See if they want to close the menu (by clicking outside the menu)
Common::Rect innerBounds = _bounds;
innerBounds.grow(-3);
// Flag is they are pressing outside of the menu
if (!innerBounds.contains(mousePos))
_outsideMenu = true;
if (events._released || events._rightReleased || ui._action == kActionTattooInvExit) {
ui._scrollHighlight = SH_NONE;
banishWindow();
if (_outsideMenu || ui._action == kActionTattooInvExit) {
_owner->_invVerbMode = 0;
} else if (innerBounds.contains(mousePos)) {
_outsideMenu = false;
// Check if they are trying to solve the Foolscap puzzle, or looking at the completed puzzle
bool doFoolscap = !inv[_owner->_invSelect]._name.compareToIgnoreCase(FIXED(Inv6)) &&
!_inventCommands[_invVerbSelect].compareToIgnoreCase(FIXED(Solve));
doFoolscap |= (!inv[_owner->_invSelect]._name.compareToIgnoreCase(FIXED(Inv6)) || !inv[_owner->_invSelect]._name.compareToIgnoreCase(FIXED(Inv7)))
&& !_inventCommands[_invVerbSelect].compareToIgnoreCase(FIXED(Look)) && vm.readFlags(299);
if (doFoolscap) {
// Close the entire Inventory and return to Standard Mode
_owner->_invVerbMode = 0;
_owner->_tooltipWidget.banishWindow();
_owner->banishWindow();
inv.freeInv();
events.clearEvents();
vm.doFoolscapPuzzle();
} else if (_invVerbSelect == 0) {
// They have released the mouse on the Look Verb command, so Look at the inventory item
ui._invLookFlag = true;
inv.freeInv();
ui._windowOpen = false;
ui._lookPos = mousePos;
ui.printObjectDesc(inv[_owner->_invSelect]._examine, true);
} else {
_owner->_invVerbMode = 3;
ui._oldBgFound = -1;
// See if the selected Verb with the selected Iventory Item, is to be used by itself
if (!_inventCommands[_invVerbSelect].compareToIgnoreCase(inv[_owner->_invSelect]._verb._verb) ||
!inv[_owner->_invSelect]._verb._target.compareToIgnoreCase("*SELF")) {
inv.freeInv();
ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
events.clearEvents();
ui.checkAction(inv[_owner->_invSelect]._verb, 2000);
} else {
_owner->_verb = _inventCommands[_invVerbSelect];
}
// If we are still in Inventory Mode, setup the graphic to float in front of the mouse cursor
if (ui._menuMode == INV_MODE) {
// Add the inventory item to the cursor
ImageFrame &imgFrame = (*inv._invShapes[_owner->_invSelect - inv._invIndex])[0];
events.setCursor(ARROW, Common::Point(-100, imgFrame._height), imgFrame._frame);
// Close the inventory dialog without banishing it, so it can keep getting events
// to handle tooltips and actually making the selection of what object to use them item on
inv.freeInv();
_owner->_surface.free();
}
}
}
}
}
void WidgetInventoryVerbs::highlightControls() {
Events &events = *_vm->_events;
Common::Point mousePos = events.mousePos();
Common::Rect innerBounds = _bounds;
innerBounds.grow(-3);
// Set the highlighted verb
_invVerbSelect = -1;
if (innerBounds.contains(mousePos))
_invVerbSelect = (mousePos.y - _bounds.top - 3) / (_surface.fontHeight() + 7);
// See if the highlighted verb has changed
if (_invVerbSelect != _oldInvVerbSelect) {
// Draw the list again, with the new highlighting
for (int idx = 0; idx < (int)_inventCommands.size(); ++idx) {
byte color = (idx == _invVerbSelect) ? COMMAND_HIGHLIGHTED : INFO_TOP;
_surface.writeString(_inventCommands[idx], Common::Point(
(_bounds.width() - _surface.stringWidth(_inventCommands[idx])) / 2,
(_surface.fontHeight() + 7) * idx + 5), color);
}
_oldInvVerbSelect = _invVerbSelect;
}
}
/*----------------------------------------------------------------*/
WidgetInventory::WidgetInventory(SherlockEngine *vm) : WidgetBase(vm),
_tooltipWidget(vm, this), _verbList(vm, this) {
_invMode = 0;
_invVerbMode = 0;
_invSelect = _oldInvSelect = -1;
_selector = _oldSelector = -1;
_swapItems = false;
}
void WidgetInventory::load(int mode) {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
Screen &screen = *_vm->_screen;
Common::Point mousePos = events.mousePos();
if (mode == 3) {
mode = 2;
mousePos = Common::Point(screen._currentScroll.x + SHERLOCK_SCREEN_WIDTH / 2, SHERLOCK_SCREEN_HEIGHT / 2);
}
if (mode != 0)
_invMode = mode;
_invVerbMode = 0;
_invSelect = _oldInvSelect = -1;
_selector = _oldSelector = -1;
_scroll = true;
if (mode == 0) {
banishWindow();
} else {
_bounds = Common::Rect((INVENTORY_XSIZE + 3) * NUM_INVENTORY_SHOWN / 2 + BUTTON_SIZE + 6,
(INVENTORY_YSIZE + 3) * 2 + 3);
_bounds.moveTo(mousePos.x - _bounds.width() / 2, mousePos.y - _bounds.height() / 2);
}
Common::Keymapper *keymapper = g_system->getEventManager()->getKeymapper();
keymapper->getKeymap("tattoo")->setEnabled(false);
keymapper->getKeymap("tattoo-scrolling")->setEnabled(true);
keymapper->getKeymap("tattoo-inv")->setEnabled(true);
// Ensure menu will be on-screen
restrictToScreen();
// Load the inventory data
inv.loadInv();
// Redraw the inventory menu on the widget surface
_surface.create(_bounds.width(), _bounds.height());
_surface.clear(TRANSPARENCY);
// Draw the window background and then the inventory on top of it
makeInfoArea(_surface);
drawBars();
drawInventory();
}
void WidgetInventory::drawBars() {
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
ImageFile &images = *ui._interfaceImages;
int x;
_surface.hLine(3, INVENTORY_YSIZE + 3, _bounds.width() - 4, INFO_TOP);
_surface.hLine(3, INVENTORY_YSIZE + 4, _bounds.width() - 4, INFO_MIDDLE);
_surface.hLine(3, INVENTORY_YSIZE + 5, _bounds.width() - 4, INFO_BOTTOM);
_surface.SHtransBlitFrom(images[4], Common::Point(0, INVENTORY_YSIZE + 2));
for (int idx = 1; idx <= NUM_INVENTORY_SHOWN / 2; ++idx) {
x = idx * (INVENTORY_XSIZE + 3);
_surface.vLine(x, 3, _bounds.height() - 4, INFO_TOP);
_surface.vLine(x + 1, 3, _bounds.height() - 4, INFO_MIDDLE);
_surface.vLine(x + 2, 3, _bounds.height() - 4, INFO_BOTTOM);
_surface.SHtransBlitFrom(images[6], Common::Point(x - 1, 1));
_surface.SHtransBlitFrom(images[7], Common::Point(x - 1, _bounds.height() - 4));
_surface.SHtransBlitFrom(images[6], Common::Point(x - 1, INVENTORY_YSIZE + 5));
_surface.SHtransBlitFrom(images[7], Common::Point(x - 1, INVENTORY_YSIZE + 2));
}
_surface.vLine(x + 2, INVENTORY_YSIZE + 2, INVENTORY_YSIZE + 8, INFO_BOTTOM);
}
void WidgetInventory::drawInventory() {
Inventory &inv = *_vm->_inventory;
// TODO: Refactor _invIndex into this widget class
for (int idx = 0, itemId = inv._invIndex; idx < NUM_INVENTORY_SHOWN; ++idx, ++itemId) {
// Figure out the drawing position
Common::Point pt(3 + (INVENTORY_XSIZE + 3) * (idx % (NUM_INVENTORY_SHOWN / 2)),
3 + (INVENTORY_YSIZE + 3) * (idx / (NUM_INVENTORY_SHOWN / 2)));
// Draw the box to serve as the background for the item
_surface.hLine(pt.x + 1, pt.y, pt.x + INVENTORY_XSIZE - 2, TRANSPARENCY);
_surface.fillRect(Common::Rect(pt.x, pt.y + 1, pt.x + INVENTORY_XSIZE, pt.y + INVENTORY_YSIZE - 1), TRANSPARENCY);
_surface.hLine(pt.x + 1, pt.y + INVENTORY_YSIZE - 1, pt.x + INVENTORY_XSIZE - 2, TRANSPARENCY);
// Draw the item
if (itemId < inv._holdings) {
ImageFrame &img = (*inv._invShapes[idx])[0];
_surface.SHtransBlitFrom(img, Common::Point(pt.x + (INVENTORY_XSIZE - img._width) / 2,
pt.y + (INVENTORY_YSIZE - img._height) / 2));
}
}
drawScrollBar(inv._invIndex / NUM_INV_PER_LINE, NUM_INVENTORY_SHOWN / NUM_INV_PER_LINE,
(inv._holdings + NUM_INV_PER_LINE - 1) / NUM_INV_PER_LINE);
}
void WidgetInventory::handleEvents() {
TattooEngine &vm = *(TattooEngine *)_vm;
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
People &people = *_vm->_people;
TattooScene &scene = *(TattooScene *)_vm->_scene;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
Common::Point mousePos = events.mousePos();
if (_invVerbMode == 1) {
checkTabbingKeys(MAX_INV_COMMANDS);
} else if (_invVerbMode == 0) {
checkInvTabbingKeys();
// Handle scrollbar events
int oldScrollIndex = inv._invIndex / NUM_INV_PER_LINE;
int invIndex = inv._invIndex / NUM_INV_PER_LINE;
ScrollHighlight oldHighlight = ui._scrollHighlight;
handleScrollbarEvents(invIndex, NUM_INVENTORY_SHOWN / NUM_INV_PER_LINE,
(inv._holdings + NUM_INV_PER_LINE - 1) / NUM_INV_PER_LINE);
handleScrolling(invIndex, NUM_INVENTORY_SHOWN / NUM_INV_PER_LINE,
(inv._holdings + NUM_INV_PER_LINE - 1) / NUM_INV_PER_LINE);
if (oldScrollIndex != invIndex) {
// Starting visible item index has changed, so set the index and reload inventory graphics
inv._invIndex = invIndex * NUM_INV_PER_LINE;
inv.freeGraphics();
inv.loadGraphics();
}
if (ui._scrollHighlight != oldHighlight || oldScrollIndex != invIndex) {
drawInventory();
return;
}
}
if (_invVerbMode != 1)
_tooltipWidget.handleEvents();
// Flag is they started pressing outside of the menu
if (events._firstPress && !_bounds.contains(mousePos))
_outsideMenu = true;
if (_invVerbMode != 3)
highlightControls();
// See if they released a mouse button button
if (events._released || events._rightReleased || ui._action == kActionTattooInvExit) {
ui._scrollHighlight = SH_NONE;
// See if they have a Verb List open for an Inventry Item
if (_invVerbMode == 1)
return;
if (_invVerbMode == 3) {
// Selecting object after inventory verb has been selected
_tooltipWidget.banishWindow();
close();
if (ui._action != kActionTattooInvExit) {
// If user pointed at an item, use the selected inventory item with this item
bool found = false;
if (ui._bgFound != -1) {
if (ui._personFound) {
Person &person = people[ui._bgFound - 1000];
for (int idx = 0; idx < 2; ++idx) {
if (!person._use[idx]._verb.compareToIgnoreCase(_verb) &&
!person._use[idx]._target.compareToIgnoreCase(_invTarget)) {
ui.checkAction(person._use[idx], ui._bgFound);
found = true;
}
}
} else {
for (int idx = 0; idx < 6; ++idx) {
if (!ui._bgShape->_use[idx]._verb.compareToIgnoreCase(_verb) &&
!ui._bgShape->_use[idx]._target.compareToIgnoreCase(_invTarget)) {
ui.checkAction(ui._bgShape->_use[idx], ui._bgFound);
found = true;
}
}
}
}
if (!found)
ui.putMessage("%s", FIXED(NoEffect));
}
} else if ((_outsideMenu && !_bounds.contains(mousePos)) || ui._action == kActionTattooInvExit) {
// Want to close the window (clicked outside of it). So close the window and return to Standard
close();
} else if (_bounds.contains(mousePos)) {
// Mouse button was released inside the inventory window
_outsideMenu = false;
// See if they are pointing at one of the inventory items
if (_invSelect != -1) {
// See if they are in Use Obj with Inv. Mode (they right clicked on an item
// in the room and selected "Use with Inv.")
if (_invMode == 1) {
_tooltipWidget.banishWindow();
banishWindow();
// See if the item in the room that they started with was a person
bool found = false;
if (ui._activeObj >= 1000) {
// Object was a person, activate anything in his two verb fields
for (int idx = 0; idx < 2; ++idx) {
if (!people[ui._activeObj - 1000]._use[idx]._target.compareToIgnoreCase(inv[_invSelect]._name)) {
ui.checkAction(people[ui._activeObj - 1000]._use[idx], ui._activeObj);
found = true;
}
}
} else {
// Object was a regular object, activate anything in its verb fields
for (int idx = 0; idx < 6; ++idx) {
if (!scene._bgShapes[ui._activeObj]._use[idx]._target.compareToIgnoreCase(inv[_invSelect]._name)) {
ui.checkAction(scene._bgShapes[ui._activeObj]._use[idx], ui._activeObj);
found = true;
}
}
}
if (!found)
ui.putMessage("%s", FIXED(NoEffect));
} else {
// See if they right clicked on an item
if (events._rightReleased) {
_invVerbMode = 1;
_verbList._oldInvVerbSelect = -1;
_tooltipWidget.banishWindow();
// Keep track of the name of the inventory object so we can check it against the target fields
// of verbs when we activate it
_invTarget = inv[_invSelect]._name;
_swapItems = false;
_verbList.load();
} else {
// They left clicked on an inventory item, so Look at it
// Check if they are looking at the solved Foolscap
if ((!inv[_invSelect]._name.compareToIgnoreCase(FIXED(Inv6)) || !inv[_invSelect]._name.compareToIgnoreCase(FIXED(Inv7)))
&& vm.readFlags(299)) {
banishWindow();
_tooltipWidget.erase();
_invVerbMode = 0;
inv.freeInv();
events.clearEvents();
events.setCursor(ARROW);
ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
scene.doBgAnim();
vm.doFoolscapPuzzle();
} else {
ui._invLookFlag = true;
inv.freeInv();
_tooltipWidget.banishWindow();
ui._windowOpen = false;
ui._lookPos = mousePos;
ui.printObjectDesc(inv[_invSelect]._examine, true);
}
}
}
}
}
}
}
void WidgetInventory::checkInvTabbingKeys() {
}
void WidgetInventory::highlightControls() {
// TODO
}
void WidgetInventory::banishWindow() {
WidgetBase::banishWindow();
Common::Keymapper *keymapper = g_system->getEventManager()->getKeymapper();
keymapper->getKeymap("tattoo-scrolling")->setEnabled(false);
keymapper->getKeymap("tattoo-inv")->setEnabled(false);
keymapper->getKeymap("tattoo")->setEnabled(true);
_verbList.banishWindow();
}
void WidgetInventory::draw() {
WidgetBase::draw();
_tooltipWidget.draw();
}
void WidgetInventory::erase() {
WidgetBase::erase();
_tooltipWidget.erase();
}
void WidgetInventory::close() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
TattooScene &scene = *(TattooScene *)_vm->_scene;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
banishWindow();
inv.freeInv();
events.clearEvents();
events.setCursor(ARROW);
ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
}
} // End of namespace Tattoo
} // End of namespace Sherlock