129 lines
3.2 KiB
C++
129 lines
3.2 KiB
C++
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#include "qw_scene.h"
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#include "models/qw_trigger.h"
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#include "controls/sceneinventorypanel.h"
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#include "controls/pushbuttonsound.h"
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#include "controls/scenedialoguepanel.h"
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QWScene::QWScene(int x, int y) :
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QGraphicsScene(0, 0, x, y)
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{
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QLinkedList<std::shared_ptr<QWAbstractSceneControl>> widgt_list =
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{ std::make_shared<SceneInventoryPanel>(),
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std::make_shared<SceneDialoguePanel>()
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//std::make_shared<PushButtonSound>(QPixmap(":/res/cell.png")/*, ptr_inventory_panel.get()*/),
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};
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foreach (std::shared_ptr<QWAbstractSceneControl> widgt, widgt_list) {
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addItem(widgt.get());
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list_on_inventory_widgets.append(std::move(widgt));
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}
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}
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QLinkedList<std::shared_ptr<QWAbstractSceneControl>> QWScene::inventoryWidgets() const noexcept
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{
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return list_on_inventory_widgets;
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}
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void QWScene::onEntryGameplay() noexcept
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{
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status = GAMEPLAY;
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}
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void QWScene::onEntryInventory() noexcept
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{
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status = INVENTORY;
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}
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void QWScene::onEntryMenu() noexcept
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{
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status = MENU;
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emit signalEnterMenu();
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}
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void QWScene::onEntryDialogue() noexcept
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{
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status = DIALOGUE;
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}
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void QWScene::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
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{
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switch (status)
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{
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case MENU:
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case GAMEPLAY:
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// On GAMEPLAY and MENU state we check all the in-game entities.
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foreach (std::shared_ptr<QWTrigger> tr, location->triggers()) {
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if (tr->isUnderMouse() && event->button() == Qt::LeftButton)
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tr->activate();
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}
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break;
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case INVENTORY:
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// On INVENTORY state we check all the system controls like buttons for sound, etc.
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foreach (std::shared_ptr<QWAbstractSceneControl> tr, list_on_inventory_widgets) {
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if (tr->isUnderMouse() && event->button() == Qt::LeftButton)
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tr->onClick();
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}
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break;
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case DIALOGUE:
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// On DIALOGUE state we interact with current dialogue only.
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switch (event->button()) {
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case Qt::LeftButton:
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emit signalClickDialogue(MouseButton::LEFT);
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break;
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case Qt::RightButton:
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emit signalClickDialogue(MouseButton::RIGHT);
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break;
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default:
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break;
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}
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break;
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case EXAMINATION:
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// On EXAMINATION state we activate examination events of triggers
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foreach (std::shared_ptr<QWTrigger> tr, location->triggers()) {
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if (tr->isUnderMouse() && event->button() == Qt::LeftButton)
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emit signalLeaveExamination();
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tr->startExaminationDialogue();
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}
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break;
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}
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}
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void QWScene::keyReleaseEvent(QKeyEvent *event)
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{
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switch (status)
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{
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case GAMEPLAY:
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if (event->key() == Qt::Key_E)
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emit signalEnterExamination();
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break;
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default:
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return;
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}
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}
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void QWScene::clearLocation()
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{
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if (!location)
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return;
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// Moving to another location by erasing current
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foreach (const std::shared_ptr<QWTrigger> trigger, location->triggers())
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removeItem(trigger.get());
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location = nullptr;
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}
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void QWScene::setCurrentLocation(const std::shared_ptr<QWLocation> &loc) noexcept
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{
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location = loc;
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}
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std::shared_ptr<QWLocation> QWScene::currentLocation() const noexcept
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{
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return location;
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}
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