SHERLOCK: RT: Implement Options dialog event handling
This commit is contained in:
parent
1018dad556
commit
c4736c274e
10 changed files with 325 additions and 6 deletions
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@ -38,6 +38,7 @@ MODULE_OBJS = \
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tattoo/widget_inventory.o \
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tattoo/widget_lab.o \
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tattoo/widget_options.o \
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tattoo/widget_quit.o \
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tattoo/widget_talk.o \
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tattoo/widget_text.o \
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tattoo/widget_tooltip.o \
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@ -266,5 +266,9 @@ Audio::SoundHandle Sound::getFreeSoundHandle() {
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error("getFreeSoundHandle: No sound handle found");
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}
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void Sound::setVolume(int volume) {
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warning("TODO: setVolume - %d", volume);
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}
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} // End of namespace Sherlock
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@ -99,6 +99,8 @@ public:
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void freeDigiSound();
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Audio::SoundHandle getFreeSoundHandle();
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void setVolume(int volume);
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};
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} // End of namespace Sherlock
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@ -87,7 +87,15 @@ public:
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TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc);
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virtual ~TattooEngine();
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/**
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* Shows the hangman puzzle
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*/
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void doHangManPuzzle();
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/**
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* Save the game configuration
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*/
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void saveConfig() {}
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};
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} // End of namespace Tattoo
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@ -374,15 +374,13 @@ void TattooUserInterface::doStandardControl() {
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case Common::KEYCODE_F5:
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// Save game
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freeMenu();
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_fileMode = SAVEMODE_SAVE;
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initFileMenu();
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saveGame();
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return;
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case Common::KEYCODE_F7:
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// Load game
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freeMenu();
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_fileMode = SAVEMODE_LOAD;
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initFileMenu();
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loadGame();
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return;
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case Common::KEYCODE_F1:
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@ -882,6 +880,16 @@ void TattooUserInterface::clearWindow() {
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banishWindow();
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}
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void TattooUserInterface::loadGame() {
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_fileMode = SAVEMODE_LOAD;
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// TODO
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}
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void TattooUserInterface::saveGame() {
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_fileMode = SAVEMODE_SAVE;
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// TODO
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}
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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@ -204,6 +204,16 @@ public:
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* If there is no object being pointed it, clear any previously displayed name
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*/
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void displayObjectNames();
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/**
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* Show the load game dialog, and allow the user to load a game
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*/
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void loadGame();
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/**
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* Show the save game dialog, and allow the user to save the game
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*/
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void saveGame();
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public:
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/**
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* Resets the user interface
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@ -23,13 +23,14 @@
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#include "sherlock/tattoo/widget_options.h"
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#include "sherlock/tattoo/tattoo.h"
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#include "sherlock/tattoo/tattoo_fixed_text.h"
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#include "sherlock/tattoo/tattoo_scene.h"
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#include "sherlock/tattoo/tattoo_user_interface.h"
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namespace Sherlock {
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namespace Tattoo {
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WidgetOptions::WidgetOptions(SherlockEngine *vm) : WidgetBase(vm) {
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WidgetOptions::WidgetOptions(SherlockEngine *vm) : WidgetBase(vm), _quitWidget(vm) {
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_midiSliderX = _digiSliderX = 0;
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_selector = _oldSelector = -1;
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}
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@ -56,8 +57,192 @@ void WidgetOptions::load() {
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}
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void WidgetOptions::handleEvents() {
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TattooEngine &vm = *(TattooEngine *)_vm;
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Events &events = *_vm->_events;
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// TODO
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Music &music = *_vm->_music;
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Screen &screen = *_vm->_screen;
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Sound &sound = *_vm->_sound;
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Talk &talk = *_vm->_talk;
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TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
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Common::Point mousePos = events.mousePos();
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if (talk._talkToAbort) {
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sound.stopSound();
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return;
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}
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// Flag if they started pressing outside the window
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if (events._firstPress && !_bounds.contains(mousePos))
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_outsideMenu = true;
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if (events.kbHit()) {
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ui._keyState = events.getKey();
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// Emulate a mouse release if Enter or Space Bar is pressed
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if (ui._keyState.keycode == Common::KEYCODE_RETURN || ui._keyState.keycode == Common::KEYCODE_SPACE) {
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events._pressed = events._oldButtons = false;
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events._released = true;
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} else if (ui._keyState.keycode == Common::KEYCODE_ESCAPE) {
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close();
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return;
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} else {
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checkTabbingKeys(11);
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}
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}
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// Check highlighting the various controls
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if (_bounds.contains(mousePos)) {
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_selector = (mousePos.y - _bounds.top) / (_surface.fontHeight() + 7);
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// If one of the sliders has been selected, & the mouse is not pressed, reset the selector to -1
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if ((_selector == 3 || _selector == 6) && !events._pressed)
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_selector = -1;
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} else {
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_selector = -1;
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if (_outsideMenu && (events._released || events._rightReleased)) {
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close();
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return;
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}
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}
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// If the selected control has changed, redraw the dialog contents
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if (_selector != _oldSelector)
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render(OP_CONTENTS);
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_oldSelector = _selector;
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// Adjust the Volume Sliders (if neccessary) here
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switch (_selector) {
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case 3: {
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// Set Music Volume
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_midiSliderX = mousePos.x - _bounds.left;
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if (_midiSliderX < _surface.widestChar())
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_midiSliderX = _surface.widestChar();
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else
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if (_midiSliderX > _bounds.width() - _surface.widestChar())
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_midiSliderX = _bounds.width() - _surface.widestChar();
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int temp = music._musicVolume;
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music._musicVolume = (_midiSliderX - _surface.widestChar()) * 127 / (_bounds.width() - _surface.widestChar() * 2);
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if (music._musicVolume != temp) {
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music.setMIDIVolume(music._musicVolume);
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vm.saveConfig();
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}
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render(OP_NAMES);
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break;
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}
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case 6: {
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// Set Digitized Volume
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_digiSliderX = mousePos.x - _bounds.left;
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if (_digiSliderX < _surface.widestChar())
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_digiSliderX = _surface.widestChar();
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else if (_digiSliderX > _bounds.width() - _surface.widestChar())
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_digiSliderX = _bounds.width() - _surface.widestChar();
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int temp = sound._soundVolume;
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sound._soundVolume = (_digiSliderX - _surface.widestChar()) * 15 / (_bounds.width() - _surface.widestChar() * 2);
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if (sound._soundVolume != temp) {
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sound.setVolume(sound._soundVolume);
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vm.saveConfig();
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}
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render(OP_NAMES);
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break;
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}
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default:
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break;
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}
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// Option selected
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if (events._released || events._rightReleased) {
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_outsideMenu = false;
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int temp = _selector;
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_selector = 255;
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switch (temp) {
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case 0:
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// Load Game
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close();
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ui.loadGame();
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break;
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case 1:
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// Save Game
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close();
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ui.saveGame();
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break;
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case 2:
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// Toggle Music
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music._musicOn = !music._musicOn;
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if (!music._musicOn)
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music.stopMusic();
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else
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music.startSong();
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render(OP_NAMES);
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vm.saveConfig();
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break;
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case 4:
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// Toggle Sound Effects
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sound.stopSound();
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sound._digitized = !sound._digitized;
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render(OP_NAMES);
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vm.saveConfig();
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break;
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case 5:
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// Toggle Voices
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sound._voices = !sound._voices;
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render(OP_NAMES);
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vm.saveConfig();
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break;
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case 7:
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// Toggle Text Windows
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vm._textWindowsOn = !vm._textWindowsOn;
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render(OP_NAMES);
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vm.saveConfig();
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break;
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case 8: {
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// New Font Style
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int fontNumber = screen.fontNumber() + 1;
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if (fontNumber == 7)
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fontNumber = 0;
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screen.setFont(fontNumber);
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render(OP_CONTENTS);
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vm.saveConfig();
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break;
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}
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case 9:
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// Toggle Transparent Menus
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vm._transparentMenus = !vm._transparentMenus;
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render(OP_CONTENTS);
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vm.saveConfig();
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break;
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case 10:
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// Quit
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banishWindow();
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_quitWidget.show();
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break;
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default:
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break;
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}
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_oldSelector = -1;
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}
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}
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void WidgetOptions::render(OptionRenderMode mode) {
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@ -192,6 +377,14 @@ void WidgetOptions::render(OptionRenderMode mode) {
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}
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}
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void WidgetOptions::close() {
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TattooScene &scene = *(TattooScene *)_vm->_scene;
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TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
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banishWindow();
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ui._menuMode = scene._labTableScene ? LAB_MODE : STD_MODE;
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}
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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@ -25,6 +25,7 @@
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#include "common/scummsys.h"
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#include "sherlock/tattoo/widget_base.h"
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#include "sherlock/tattoo/widget_quit.h"
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namespace Sherlock {
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@ -41,11 +42,17 @@ class WidgetOptions : public WidgetBase {
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private:
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int _midiSliderX, _digiSliderX;
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int _selector, _oldSelector;
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WidgetQuit _quitWidget;
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/**
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* Render the contents of the dialog onto the widget's surface
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*/
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void render(OptionRenderMode mode = OP_ALL);
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/**
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* Close the dialog
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*/
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void close();
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public:
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WidgetOptions(SherlockEngine *vm);
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virtual ~WidgetOptions() {}
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36
engines/sherlock/tattoo/widget_quit.cpp
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36
engines/sherlock/tattoo/widget_quit.cpp
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@ -0,0 +1,36 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "sherlock/tattoo/widget_quit.h"
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#include "sherlock/tattoo/tattoo.h"
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namespace Sherlock {
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namespace Tattoo {
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void WidgetQuit::show() {
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// TODO
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}
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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50
engines/sherlock/tattoo/widget_quit.h
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50
engines/sherlock/tattoo/widget_quit.h
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@ -0,0 +1,50 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SHERLOCK_TATTOO_WIDGET_QUIT_H
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#define SHERLOCK_TATTOO_WIDGET_QUIT_H
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#include "common/scummsys.h"
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#include "sherlock/tattoo/widget_base.h"
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namespace Sherlock {
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class SherlockEngine;
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namespace Tattoo {
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class WidgetQuit: public WidgetBase {
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public:
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WidgetQuit(SherlockEngine *vm) : WidgetBase(vm) {}
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virtual ~WidgetQuit() {}
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/**
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* Prompt the user whether to quit
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*/
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void show();
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};
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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#endif
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