mirror of
https://github.com/libretro/scummvm.git
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312 lines
9.9 KiB
C++
312 lines
9.9 KiB
C++
/* 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 "director/lingo/lingo.h"
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#include "director/frame.h"
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#include "director/sprite.h"
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namespace Director {
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struct EventHandlerType {
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LEvent handler;
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const char *name;
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} static const eventHandlerDescs[] = {
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{ kEventPrepareMovie, "prepareMovie" },
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{ kEventStartMovie, "startMovie" }, // D3?
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{ kEventStepMovie, "stepMovie" }, // D3?
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{ kEventStopMovie, "stopMovie" }, // D3?
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{ kEventNew, "newSprite" },
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{ kEventBeginSprite, "beginSprite" },
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{ kEventEndSprite, "endSprite" },
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{ kEventEnterFrame, "enterFrame" }, // D4
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{ kEventPrepareFrame, "prepareFrame" },
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{ kEventIdle, "idle" },
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{ kEventStepFrame, "stepFrame"},
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{ kEventExitFrame, "exitFrame" }, // D4
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{ kEventActivateWindow, "activateWindow" },
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{ kEventDeactivateWindow, "deactivateWindow" },
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{ kEventMoveWindow, "moveWindow" },
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{ kEventResizeWindow, "resizeWindow" },
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{ kEventOpenWindow, "openWindow" },
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{ kEventCloseWindow, "closeWindow" },
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{ kEventStart, "start" },
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{ kEventKeyUp, "keyUp" }, // D4
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{ kEventKeyDown, "keyDown" }, // D2 w D4 (as when from D2)
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{ kEventMouseUp, "mouseUp" }, // D2 w D3?
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{ kEventMouseDown, "mouseDown" }, // D2 w D3?
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{ kEventRightMouseDown, "rightMouseDown" },
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{ kEventRightMouseUp, "rightMouseUp" },
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{ kEventMouseEnter, "mouseEnter" },
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{ kEventMouseLeave, "mouseLeave" },
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{ kEventMouseUpOutSide, "mouseUpOutSide" },
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{ kEventMouseWithin, "mouseWithin" },
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{ kEventTimeout, "timeout" }, // D2 as when
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{ kEventNone, 0 },
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};
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void Lingo::initEventHandlerTypes() {
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for (const EventHandlerType *t = &eventHandlerDescs[0]; t->handler != kEventNone; ++t) {
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_eventHandlerTypeIds[t->name] = t->handler;
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_eventHandlerTypes[t->handler] = t->name;
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}
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}
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ScriptType Lingo::event2script(LEvent ev) {
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if (_vm->getVersion() < 4) {
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switch (ev) {
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//case kEventStartMovie: // We are precompiling it now
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// return kMovieScript;
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case kEventEnterFrame:
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return kFrameScript;
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default:
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return kNoneScript;
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}
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}
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return kNoneScript;
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}
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Symbol *Lingo::getHandler(Common::String &name) {
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if (!_eventHandlerTypeIds.contains(name)) {
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if (_builtins.contains(name))
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return _builtins[name];
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return NULL;
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}
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uint32 entityIndex = ENTITY_INDEX(_eventHandlerTypeIds[name], _currentEntityId);
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if (!_handlers.contains(entityIndex))
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return NULL;
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return _handlers[entityIndex];
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}
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void Lingo::primaryEventHandler(LEvent event) {
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/* When an event occurs the message [...] is first sent to a
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* primary event handler: [... if exists it is executed] and the
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* event is passed on to other objects unless you explicitly stop
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* the message by including the dontPassEventCommand in the script
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* [D4 docs page 77]
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*/
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debugC(3, kDebugLingoExec, "STUB: primary event handler (%s) not implemented", _eventHandlerTypes[event]);
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switch (event) {
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case kEventMouseDown:
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case kEventMouseUp:
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case kEventKeyUp:
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case kEventKeyDown:
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case kEventTimeout:
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// TODO
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break;
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default:
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/* N.B.: No primary event handlers for events other than
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* keyup, keydown, mouseup, mousedown, timeout
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* [see: www.columbia.edu/itc/visualarts/r4110/s2001/handouts
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* /03_03_Event_Hierarchy.pdf]
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*/
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warning("primaryEventHandler() on event other than mouseDown, mouseUp, keyUp, keyDown, timeout");
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}
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#ifdef DEBUG_DONTPASSEVENT
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// #define DEBUG_DONTPASSEVENT to simulate raising of the dontPassEvent flag
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g_lingo->dontPassEvent = true;
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debugC(3, kDebugLingoExec, "STUB: primaryEventHandler raising dontPassEvent");
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#else
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debugC(3, kDebugLingoExec, "STUB: primaryEventHandler not raising dontPassEvent");
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#endif
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}
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void Lingo::processInputEvent(LEvent event) {
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/* When the mouseDown or mouseUp occurs over a sprite, the message
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* goes first to the sprite script, then to the script of the cast
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* member, to the frame script and finally to the movie scripts.
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*
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* When the mouseDown or mouseUp doesn't occur over a sprite, the
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* message goes to the frame script and then to the movie script.
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*
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* When more than one movie script [...]
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* [D4 docs] */
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Score *score = _vm->getCurrentScore();
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Frame *currentFrame = score->_frames[score->getCurrentFrame()];
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assert(currentFrame != nullptr);
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uint16 spriteId = score->_currentMouseDownSpriteId;
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primaryEventHandler(event);
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if (g_lingo->dontPassEvent) {
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g_lingo->dontPassEvent = false;
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} else {
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if (_vm->getVersion() > 3) {
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if (true) {
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// TODO: Check whether occurring over a sprite
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g_lingo->processEvent(event, kSpriteScript, currentFrame->_sprites[spriteId]->_scriptId);
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}
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g_lingo->processEvent(event, kCastScript, currentFrame->_sprites[spriteId]->_castId);
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g_lingo->processEvent(event, kFrameScript, score->_frames[score->getCurrentFrame()]->_actionId);
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// TODO: Is the kFrameScript call above correct?
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} else if (event == kEventMouseUp) {
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// Frame script overrides sprite script
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if (!currentFrame->_sprites[spriteId]->_scriptId)
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g_lingo->processEvent(kEventNone, kSpriteScript, currentFrame->_sprites[spriteId]->_castId + 1024);
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else
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g_lingo->processEvent(kEventNone, kFrameScript, currentFrame->_sprites[spriteId]->_scriptId);
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}
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if (event == kEventKeyDown) {
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// TODO: is the above condition necessary or useful?
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g_lingo->processEvent(event, kGlobalScript, 0);
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}
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runMovieScript(event);
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}
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}
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void Lingo::runMovieScript(LEvent event) {
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/* If more than one movie script handles the same message, Lingo
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* searches the movie scripts according to their order in the cast
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* window [p.81 of D4 docs]
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*/
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for (uint i = 0; i < _scripts[kMovieScript].size(); i++) {
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// processEvent(event,
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// kMovieScript,
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// ?);
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// TODO: How do know which script handles the message?
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}
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debugC(3, kDebugLingoExec, "STUB: processEvent(event, kMovieScript, ?)");
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}
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void Lingo::processFrameEvent(LEvent event) {
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/* [in D4] the enterFrame, exitFrame, idle and timeout messages
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* are sent to a frame script and then a movie script. If the
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* current frame has no frame script when the event occurs, the
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* message goes to movie scripts.
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* [p.81 of D4 docs]
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*/
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// TODO: Same for D2-3 or not?
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Score *score = _vm->getCurrentScore();
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if (event == kEventTimeout) {
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primaryEventHandler(event);
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}
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if (g_lingo->dontPassEvent) {
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g_lingo->dontPassEvent = false;
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} else {
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int entity;
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if (event == kEventPrepareFrame || event == kEventIdle) {
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entity = score->getCurrentFrame();
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} else {
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assert(score->_frames[score->getCurrentFrame()] != nullptr);
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entity = score->_frames[score->getCurrentFrame()]->_actionId;
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}
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processEvent(event,
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kFrameScript,
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entity);
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runMovieScript(event);
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}
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}
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void Lingo::processGenericEvent(LEvent event) {
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// Movie Script
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int id = -1;
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if (event == kEventStart || event == kEventPrepareMovie)
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id = 0;
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else
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warning("STUB: processGenericEvent called for something else than kEventStart or kEventPrepareMovie, additional logic probably needed");
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g_lingo->processEvent(event, kMovieScript, id);
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}
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void Lingo::processSpriteEvent(LEvent event) {
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Score *score = _vm->getCurrentScore();
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Frame *currentFrame = score->_frames[score->getCurrentFrame()];
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if (event == kEventBeginSprite) {
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// TODO: Check if this is also possibly a kSpriteScript?
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for (uint16 i = 0; i < CHANNEL_COUNT; i++)
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if (currentFrame->_sprites[i]->_enabled)
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g_lingo->processEvent(event, kCastScript, currentFrame->_sprites[i]->_scriptId);
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} else {
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warning("STUB: processSpriteEvent called for something else than kEventBeginSprite, additional logic probably needed");
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}
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}
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void Lingo::processEvent(LEvent event) {
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switch (event) {
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case kEventKeyUp:
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case kEventKeyDown:
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case kEventMouseUp:
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case kEventMouseDown:
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processInputEvent(event);
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break;
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case kEventIdle:
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case kEventEnterFrame:
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case kEventExitFrame:
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case kEventNone:
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processFrameEvent(event);
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break;
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case kEventStart:
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case kEventStartMovie:
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case kEventStopMovie:
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case kEventTimeout:
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case kEventPrepareMovie:
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processGenericEvent(event);
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break;
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case kEventBeginSprite:
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processSpriteEvent(event);
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default:
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warning("processEvent: Unhandled event %s", _eventHandlerTypes[event]);
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}
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}
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void Lingo::processEvent(LEvent event, ScriptType st, int entityId) {
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if (entityId < 0)
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return;
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debugC(9, kDebugEvents, "Lingo::processEvent(%s, %s, %d)", _eventHandlerTypes[event], scriptType2str(st), entityId);
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_currentEntityId = entityId;
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if (!_eventHandlerTypes.contains(event))
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error("processEvent: Unknown event %d for entity %d", event, entityId);
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if (_handlers.contains(ENTITY_INDEX(event, entityId))) {
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debugC(1, kDebugEvents, "Lingo::processEvent(%s, %s, %d), _eventHandler", _eventHandlerTypes[event], scriptType2str(st), entityId);
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call(_eventHandlerTypes[event], 0); // D4+ Events
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} else if (event == kEventNone && _scripts[st].contains(entityId)) {
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debugC(1, kDebugEvents, "Lingo::processEvent(%s, %s, %d), script", _eventHandlerTypes[event], scriptType2str(st), entityId);
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executeScript(st, entityId); // D3 list of scripts.
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} else {
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//debugC(3, kDebugLingoExec, "STUB: processEvent(%s) for %d", _eventHandlerTypes[event], entityId);
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}
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}
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} // End of namespace Director
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