scummvm/engines/director/lingo/lingo-events.cpp

312 lines
9.9 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "director/lingo/lingo.h"
#include "director/frame.h"
#include "director/sprite.h"
namespace Director {
struct EventHandlerType {
LEvent handler;
const char *name;
} static const eventHandlerDescs[] = {
{ kEventPrepareMovie, "prepareMovie" },
{ kEventStartMovie, "startMovie" }, // D3?
{ kEventStepMovie, "stepMovie" }, // D3?
{ kEventStopMovie, "stopMovie" }, // D3?
{ kEventNew, "newSprite" },
{ kEventBeginSprite, "beginSprite" },
{ kEventEndSprite, "endSprite" },
{ kEventEnterFrame, "enterFrame" }, // D4
{ kEventPrepareFrame, "prepareFrame" },
{ kEventIdle, "idle" },
{ kEventStepFrame, "stepFrame"},
{ kEventExitFrame, "exitFrame" }, // D4
{ kEventActivateWindow, "activateWindow" },
{ kEventDeactivateWindow, "deactivateWindow" },
{ kEventMoveWindow, "moveWindow" },
{ kEventResizeWindow, "resizeWindow" },
{ kEventOpenWindow, "openWindow" },
{ kEventCloseWindow, "closeWindow" },
{ kEventStart, "start" },
{ kEventKeyUp, "keyUp" }, // D4
{ kEventKeyDown, "keyDown" }, // D2 w D4 (as when from D2)
{ kEventMouseUp, "mouseUp" }, // D2 w D3?
{ kEventMouseDown, "mouseDown" }, // D2 w D3?
{ kEventRightMouseDown, "rightMouseDown" },
{ kEventRightMouseUp, "rightMouseUp" },
{ kEventMouseEnter, "mouseEnter" },
{ kEventMouseLeave, "mouseLeave" },
{ kEventMouseUpOutSide, "mouseUpOutSide" },
{ kEventMouseWithin, "mouseWithin" },
{ kEventTimeout, "timeout" }, // D2 as when
{ kEventNone, 0 },
};
void Lingo::initEventHandlerTypes() {
for (const EventHandlerType *t = &eventHandlerDescs[0]; t->handler != kEventNone; ++t) {
_eventHandlerTypeIds[t->name] = t->handler;
_eventHandlerTypes[t->handler] = t->name;
}
}
ScriptType Lingo::event2script(LEvent ev) {
if (_vm->getVersion() < 4) {
switch (ev) {
//case kEventStartMovie: // We are precompiling it now
// return kMovieScript;
case kEventEnterFrame:
return kFrameScript;
default:
return kNoneScript;
}
}
return kNoneScript;
}
Symbol *Lingo::getHandler(Common::String &name) {
if (!_eventHandlerTypeIds.contains(name)) {
if (_builtins.contains(name))
return _builtins[name];
return NULL;
}
uint32 entityIndex = ENTITY_INDEX(_eventHandlerTypeIds[name], _currentEntityId);
if (!_handlers.contains(entityIndex))
return NULL;
return _handlers[entityIndex];
}
void Lingo::primaryEventHandler(LEvent event) {
/* When an event occurs the message [...] is first sent to a
* primary event handler: [... if exists it is executed] and the
* event is passed on to other objects unless you explicitly stop
* the message by including the dontPassEventCommand in the script
* [D4 docs page 77]
*/
debugC(3, kDebugLingoExec, "STUB: primary event handler (%s) not implemented", _eventHandlerTypes[event]);
switch (event) {
case kEventMouseDown:
case kEventMouseUp:
case kEventKeyUp:
case kEventKeyDown:
case kEventTimeout:
// TODO
break;
default:
/* N.B.: No primary event handlers for events other than
* keyup, keydown, mouseup, mousedown, timeout
* [see: www.columbia.edu/itc/visualarts/r4110/s2001/handouts
* /03_03_Event_Hierarchy.pdf]
*/
warning("primaryEventHandler() on event other than mouseDown, mouseUp, keyUp, keyDown, timeout");
}
#ifdef DEBUG_DONTPASSEVENT
// #define DEBUG_DONTPASSEVENT to simulate raising of the dontPassEvent flag
g_lingo->dontPassEvent = true;
debugC(3, kDebugLingoExec, "STUB: primaryEventHandler raising dontPassEvent");
#else
debugC(3, kDebugLingoExec, "STUB: primaryEventHandler not raising dontPassEvent");
#endif
}
void Lingo::processInputEvent(LEvent event) {
/* When the mouseDown or mouseUp occurs over a sprite, the message
* goes first to the sprite script, then to the script of the cast
* member, to the frame script and finally to the movie scripts.
*
* When the mouseDown or mouseUp doesn't occur over a sprite, the
* message goes to the frame script and then to the movie script.
*
* When more than one movie script [...]
* [D4 docs] */
Score *score = _vm->getCurrentScore();
Frame *currentFrame = score->_frames[score->getCurrentFrame()];
assert(currentFrame != nullptr);
uint16 spriteId = score->_currentMouseDownSpriteId;
primaryEventHandler(event);
if (g_lingo->dontPassEvent) {
g_lingo->dontPassEvent = false;
} else {
if (_vm->getVersion() > 3) {
if (true) {
// TODO: Check whether occurring over a sprite
g_lingo->processEvent(event, kSpriteScript, currentFrame->_sprites[spriteId]->_scriptId);
}
g_lingo->processEvent(event, kCastScript, currentFrame->_sprites[spriteId]->_castId);
g_lingo->processEvent(event, kFrameScript, score->_frames[score->getCurrentFrame()]->_actionId);
// TODO: Is the kFrameScript call above correct?
} else if (event == kEventMouseUp) {
// Frame script overrides sprite script
if (!currentFrame->_sprites[spriteId]->_scriptId)
g_lingo->processEvent(kEventNone, kSpriteScript, currentFrame->_sprites[spriteId]->_castId + 1024);
else
g_lingo->processEvent(kEventNone, kFrameScript, currentFrame->_sprites[spriteId]->_scriptId);
}
if (event == kEventKeyDown) {
// TODO: is the above condition necessary or useful?
g_lingo->processEvent(event, kGlobalScript, 0);
}
runMovieScript(event);
}
}
void Lingo::runMovieScript(LEvent event) {
/* If more than one movie script handles the same message, Lingo
* searches the movie scripts according to their order in the cast
* window [p.81 of D4 docs]
*/
for (uint i = 0; i < _scripts[kMovieScript].size(); i++) {
// processEvent(event,
// kMovieScript,
// ?);
// TODO: How do know which script handles the message?
}
debugC(3, kDebugLingoExec, "STUB: processEvent(event, kMovieScript, ?)");
}
void Lingo::processFrameEvent(LEvent event) {
/* [in D4] the enterFrame, exitFrame, idle and timeout messages
* are sent to a frame script and then a movie script. If the
* current frame has no frame script when the event occurs, the
* message goes to movie scripts.
* [p.81 of D4 docs]
*/
// TODO: Same for D2-3 or not?
Score *score = _vm->getCurrentScore();
if (event == kEventTimeout) {
primaryEventHandler(event);
}
if (g_lingo->dontPassEvent) {
g_lingo->dontPassEvent = false;
} else {
int entity;
if (event == kEventPrepareFrame || event == kEventIdle) {
entity = score->getCurrentFrame();
} else {
assert(score->_frames[score->getCurrentFrame()] != nullptr);
entity = score->_frames[score->getCurrentFrame()]->_actionId;
}
processEvent(event,
kFrameScript,
entity);
runMovieScript(event);
}
}
void Lingo::processGenericEvent(LEvent event) {
// Movie Script
int id = -1;
if (event == kEventStart || event == kEventPrepareMovie)
id = 0;
else
warning("STUB: processGenericEvent called for something else than kEventStart or kEventPrepareMovie, additional logic probably needed");
g_lingo->processEvent(event, kMovieScript, id);
}
void Lingo::processSpriteEvent(LEvent event) {
Score *score = _vm->getCurrentScore();
Frame *currentFrame = score->_frames[score->getCurrentFrame()];
if (event == kEventBeginSprite) {
// TODO: Check if this is also possibly a kSpriteScript?
for (uint16 i = 0; i < CHANNEL_COUNT; i++)
if (currentFrame->_sprites[i]->_enabled)
g_lingo->processEvent(event, kCastScript, currentFrame->_sprites[i]->_scriptId);
} else {
warning("STUB: processSpriteEvent called for something else than kEventBeginSprite, additional logic probably needed");
}
}
void Lingo::processEvent(LEvent event) {
switch (event) {
case kEventKeyUp:
case kEventKeyDown:
case kEventMouseUp:
case kEventMouseDown:
processInputEvent(event);
break;
case kEventIdle:
case kEventEnterFrame:
case kEventExitFrame:
case kEventNone:
processFrameEvent(event);
break;
case kEventStart:
case kEventStartMovie:
case kEventStopMovie:
case kEventTimeout:
case kEventPrepareMovie:
processGenericEvent(event);
break;
case kEventBeginSprite:
processSpriteEvent(event);
default:
warning("processEvent: Unhandled event %s", _eventHandlerTypes[event]);
}
}
void Lingo::processEvent(LEvent event, ScriptType st, int entityId) {
if (entityId < 0)
return;
debugC(9, kDebugEvents, "Lingo::processEvent(%s, %s, %d)", _eventHandlerTypes[event], scriptType2str(st), entityId);
_currentEntityId = entityId;
if (!_eventHandlerTypes.contains(event))
error("processEvent: Unknown event %d for entity %d", event, entityId);
if (_handlers.contains(ENTITY_INDEX(event, entityId))) {
debugC(1, kDebugEvents, "Lingo::processEvent(%s, %s, %d), _eventHandler", _eventHandlerTypes[event], scriptType2str(st), entityId);
call(_eventHandlerTypes[event], 0); // D4+ Events
} else if (event == kEventNone && _scripts[st].contains(entityId)) {
debugC(1, kDebugEvents, "Lingo::processEvent(%s, %s, %d), script", _eventHandlerTypes[event], scriptType2str(st), entityId);
executeScript(st, entityId); // D3 list of scripts.
} else {
//debugC(3, kDebugLingoExec, "STUB: processEvent(%s) for %d", _eventHandlerTypes[event], entityId);
}
}
} // End of namespace Director