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