scummvm/engines/director/events.cpp
2022-06-22 01:13:41 +02:00

291 lines
9.0 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 "common/system.h"
#include "common/translation.h"
#include "audio/mixer.h"
#include "gui/message.h"
#include "graphics/macgui/macwindowmanager.h"
#include "director/director.h"
#include "director/movie.h"
#include "director/score.h"
#include "director/cursor.h"
#include "director/channel.h"
#include "director/sprite.h"
#include "director/window.h"
#include "director/castmember.h"
#include "director/lingo/lingo.h"
namespace Director {
uint32 DirectorEngine::getMacTicks() { return (g_system->getMillis() * 60 / 1000.) - _tickBaseline; }
bool DirectorEngine::processEvents(bool captureClick) {
debugC(3, kDebugEvents, "\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@");
debugC(3, kDebugEvents, "@@@@ Processing events");
debugC(3, kDebugEvents, "@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n");
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
if (!_wm->processEvent(event)) {
// We only want to handle these events if the event
// wasn't handled by the window manager.
switch (event.type) {
case Common::EVENT_MOUSEMOVE:
if (_cursorWindow) {
// The cursor is no longer in a window.
// Set it to the default arrow cursor.
_wm->replaceCursor(Graphics::kMacCursorArrow);
_cursorWindow = nullptr;
}
break;
default:
break;
}
}
// We want to handle these events regardless.
switch (event.type) {
case Common::EVENT_QUIT:
processEventQUIT();
if (captureClick)
return true;
break;
case Common::EVENT_LBUTTONDOWN:
if (captureClick)
return true;
break;
default:
break;
}
}
return false;
}
void DirectorEngine::processEventQUIT() {
if (g_lingo->_exitLock) {
Common::U32String message = _("The game prevents quitting at this moment. Are you sure you want to quit anyway?");
GUI::MessageDialog dialog(message, _("Yes"), _("No"));
g_system->getEventManager()->resetQuit(); // Clear the quit event
_mixer->pauseAll(true);
int result = dialog.runModal();
if (result == GUI::kMessageOK)
_stage->getCurrentMovie()->getScore()->_playState = kPlayStopped;
_mixer->pauseAll(false);
} else {
_stage->getCurrentMovie()->getScore()->_playState = kPlayStopped;
}
}
bool Window::processEvent(Common::Event &event) {
bool flag = MacWindow::processEvent(event);
if (_currentMovie && _currentMovie->processEvent(event))
flag = true;
return flag;
}
bool Movie::processEvent(Common::Event &event) {
Score *sc = getScore();
if (sc->getCurrentFrame() >= sc->_frames.size()) {
warning("processEvents: request to access frame %d of %d", sc->getCurrentFrame(), sc->_frames.size() - 1);
return false;
}
uint16 spriteId = 0;
Common::Point pos;
switch (event.type) {
case Common::EVENT_MOUSEMOVE:
pos = _window->getMousePos();
_lastEventTime = g_director->getMacTicks();
_lastRollTime = _lastEventTime;
if (_vm->getCursorWindow() != _window) {
// Cursor just entered this window. Force a cursor update.
_vm->setCursorWindow(_window);
sc->renderCursor(pos, true);
} else {
sc->renderCursor(pos);
}
// hiliteChannelId is specified for BitMap castmember, so we deal with them separately with other castmember
// if we are moving out of bounds, then we don't hilite it anymore
if (_currentHiliteChannelId && !sc->_channels[_currentHiliteChannelId]->isMouseIn(pos)) {
g_director->getCurrentWindow()->setDirty(true);
g_director->getCurrentWindow()->addDirtyRect(sc->_channels[_currentHiliteChannelId]->getBbox());
_currentHiliteChannelId = 0;
}
// for the list style button, we still have chance to trigger events though button.
if (!(g_director->_wm->_mode & Graphics::kWMModeButtonDialogStyle) && g_director->_wm->_mouseDown && g_director->_wm->_hilitingWidget) {
if (g_director->getVersion() < 400)
spriteId = sc->getActiveSpriteIDFromPos(pos);
else
spriteId = sc->getMouseSpriteIDFromPos(pos);
if (spriteId > 0 && sc->_channels[spriteId]->_sprite->shouldHilite()) {
_currentHiliteChannelId = spriteId;
g_director->getCurrentWindow()->setDirty(true);
g_director->getCurrentWindow()->addDirtyRect(sc->_channels[_currentHiliteChannelId]->getBbox());
}
}
if (_currentDraggedChannel) {
if (_currentDraggedChannel->_sprite->_moveable) {
pos = _window->getMousePos();
_currentDraggedChannel->addDelta(pos - _draggingSpritePos);
_draggingSpritePos = pos;
} else {
_currentDraggedChannel = nullptr;
}
}
return true;
case Common::EVENT_LBUTTONDOWN:
case Common::EVENT_RBUTTONDOWN:
if (sc->_waitForClick) {
sc->_waitForClick = false;
sc->renderCursor(_window->getMousePos(), true);
} else {
pos = _window->getMousePos();
// D3 doesn't have both mouse up and down.
// But we still want to know if the mouse is down for press effects.
// Since we don't have mouse up and down before D3, then we use ActiveSprite
if (g_director->getVersion() < 400)
spriteId = sc->getActiveSpriteIDFromPos(pos);
else
spriteId = sc->getMouseSpriteIDFromPos(pos);
// Set `the clickOn` Lingo property.
// Even in D4, `the clickOn` uses the old "active" sprite instead of mouse sprite.
_currentClickOnSpriteId = sc->getActiveSpriteIDFromPos(pos);
if (!spriteId && _isBeepOn) {
g_lingo->func_beep(1);
}
if (spriteId > 0 && sc->_channels[spriteId]->_sprite->shouldHilite()) {
_currentHiliteChannelId = spriteId;
g_director->_wm->_hilitingWidget = true;
g_director->getCurrentWindow()->setDirty(true);
g_director->getCurrentWindow()->addDirtyRect(sc->_channels[_currentHiliteChannelId]->getBbox());
}
CastMember *cast = getCastMember(sc->_channels[spriteId]->_sprite->_castId);
if (cast && cast->_type == kCastButton)
_mouseDownWasInButton = true;
_lastEventTime = g_director->getMacTicks();
_lastClickTime2 = _lastClickTime;
_lastClickTime = _lastEventTime;
_lastClickPos = pos;
if (_timeOutMouse)
_lastTimeOut = _lastEventTime;
debugC(3, kDebugEvents, "event: Button Down @(%d, %d), movie '%s', sprite id: %d", pos.x, pos.y, _macName.c_str(), spriteId);
queueUserEvent(kEventMouseDown, spriteId);
if (sc->_channels[spriteId]->_sprite->_moveable) {
_draggingSpritePos = _window->getMousePos();
_currentDraggedChannel = sc->_channels[spriteId];
}
}
return true;
case Common::EVENT_LBUTTONUP:
case Common::EVENT_RBUTTONUP:
pos = _window->getMousePos();
if (g_director->getVersion() < 400)
spriteId = sc->getActiveSpriteIDFromPos(pos);
else
spriteId = sc->getMouseSpriteIDFromPos(pos);
if (_currentHiliteChannelId && sc->_channels[_currentHiliteChannelId]) {
g_director->getCurrentWindow()->setDirty(true);
g_director->getCurrentWindow()->addDirtyRect(sc->_channels[_currentHiliteChannelId]->getBbox());
}
g_director->_wm->_hilitingWidget = false;
debugC(3, kDebugEvents, "event: Button Up @(%d, %d), movie '%s', sprite id: %d", pos.x, pos.y, _macName.c_str(), spriteId);
_currentDraggedChannel = nullptr;
// If this is a button cast member, and the last mouse down event was in a button
// (any button), flip this button's hilite flag.
// Now you might think, "Wait, we don't flip this flag in the mouseDown event.
// And why any button??? This doesn't make any sense."
// No, it doesn't make sense, but it's what Director does.
if (_mouseDownWasInButton) {
CastMember *cast = getCastMember(sc->_channels[spriteId]->_sprite->_castId);
if (cast && cast->_type == kCastButton)
cast->_hilite = !cast->_hilite;
}
queueUserEvent(kEventMouseUp, spriteId);
sc->renderCursor(pos);
_currentHiliteChannelId = 0;
_mouseDownWasInButton = false;
return true;
case Common::EVENT_KEYDOWN:
_keyCode = _vm->_KeyCodes.contains(event.kbd.keycode) ? _vm->_KeyCodes[event.kbd.keycode] : 0;
_key = (unsigned char)(event.kbd.ascii & 0xff);
_keyFlags = event.kbd.flags;
debugC(1, kDebugEvents, "processEvents(): movie '%s', keycode: %d", _macName.c_str(), _keyCode);
_lastEventTime = g_director->getMacTicks();
_lastKeyTime = _lastEventTime;
if (_timeOutKeyDown)
_lastTimeOut = _lastEventTime;
queueUserEvent(kEventKeyDown);
return true;
case Common::EVENT_KEYUP:
_keyFlags = event.kbd.flags;
return true;
default:
break;
}
return false;
}
} // End of namespace Director