mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 12:46:56 +00:00
554 lines
16 KiB
C++
554 lines
16 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 "common/scummsys.h"
|
|
#include "mads/mads.h"
|
|
#include "mads/assets.h"
|
|
#include "mads/sequence.h"
|
|
#include "mads/scene.h"
|
|
|
|
namespace MADS {
|
|
|
|
SequenceEntry::SequenceEntry() {
|
|
_spritesIndex = 0;
|
|
_flipped = 0;
|
|
_frameIndex = 0;
|
|
_frameStart = 0;
|
|
_numSprites = 0;
|
|
_animType = ANIMTYPE_NONE;
|
|
_frameInc = 0;
|
|
_depth = 0;
|
|
_scale = 0;
|
|
_dynamicHotspotIndex = -1;
|
|
_triggerCountdown = 0;
|
|
_doneFlag = 0;
|
|
_triggerMode = SEQUENCE_TRIGGER_DAEMON;
|
|
_numTicks = 0;
|
|
_extraTicks = 0;
|
|
_timeout = 0;
|
|
_active = false;
|
|
_nonFixed = false;
|
|
_flags = 0;
|
|
for (int i = 0; i < 5; ++i)
|
|
_entries._mode[i] = SEQUENCE_TRIGGER_EXPIRE;
|
|
|
|
_entries._count = 0;
|
|
_actionNouns._verbId = VERB_NONE;
|
|
_actionNouns._objectNameId = -1;
|
|
_actionNouns._indirectObjectId = -1;
|
|
|
|
Common::fill(&_entries._frameIndex[0], &_entries._frameIndex[SEQUENCE_ENTRY_SUBSET_MAX], 0);
|
|
Common::fill(&_entries._trigger[0], &_entries._trigger[SEQUENCE_ENTRY_SUBSET_MAX], 0);
|
|
}
|
|
|
|
/*------------------------------------------------------------------------*/
|
|
|
|
#define SEQUENCE_LIST_SIZE 30
|
|
|
|
SequenceList::SequenceList(MADSEngine *vm) : _vm(vm) {
|
|
// IMPORTANT: Preallocate timer slots. Note that sprite slots refer to entries
|
|
// in this list by index, so we can't just add or delete entries later
|
|
for (int i = 0; i < SEQUENCE_LIST_SIZE; ++i) {
|
|
SequenceEntry rec;
|
|
rec._active = false;
|
|
rec._dynamicHotspotIndex = -1;
|
|
_entries.push_back(rec);
|
|
}
|
|
}
|
|
|
|
void SequenceList::clear() {
|
|
for (uint i = 0; i < _entries.size(); ++i) {
|
|
_entries[i]._active = false;
|
|
_entries[i]._dynamicHotspotIndex = -1;
|
|
}
|
|
}
|
|
|
|
bool SequenceList::addSubEntry(int index, SequenceTrigger mode, int frameIndex, int trigger) {
|
|
if (_entries[index]._entries._count >= SEQUENCE_ENTRY_SUBSET_MAX)
|
|
return true;
|
|
|
|
int subIndex = _entries[index]._entries._count++;
|
|
_entries[index]._entries._mode[subIndex] = mode;
|
|
_entries[index]._entries._frameIndex[subIndex] = frameIndex;
|
|
_entries[index]._entries._trigger[subIndex] = trigger;
|
|
|
|
return false;
|
|
}
|
|
|
|
int SequenceList::add(int spriteListIndex, bool flipped, int frameIndex, int triggerCountdown, int delayTicks, int extraTicks, int numTicks,
|
|
int msgX, int msgY, bool nonFixed, int scale, int depth, int frameInc, SpriteAnimType animType, int numSprites,
|
|
int frameStart) {
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
// Find a free slot
|
|
uint seqIndex = 0;
|
|
while ((seqIndex < _entries.size()) && _entries[seqIndex]._active)
|
|
++seqIndex;
|
|
if (seqIndex == _entries.size())
|
|
error("TimerList full");
|
|
|
|
if (frameStart <= 0)
|
|
frameStart = 1;
|
|
if (numSprites == 0)
|
|
numSprites = scene._sprites[spriteListIndex]->getCount();
|
|
if (frameStart == numSprites)
|
|
frameInc = 0;
|
|
|
|
// Set the list entry fields
|
|
_entries[seqIndex]._active = true;
|
|
_entries[seqIndex]._spritesIndex = spriteListIndex;
|
|
_entries[seqIndex]._flipped = flipped;
|
|
_entries[seqIndex]._frameIndex = frameIndex;
|
|
_entries[seqIndex]._frameStart = frameStart;
|
|
_entries[seqIndex]._numSprites = numSprites;
|
|
_entries[seqIndex]._animType = animType;
|
|
_entries[seqIndex]._frameInc = frameInc;
|
|
_entries[seqIndex]._depth = depth;
|
|
_entries[seqIndex]._scale = scale;
|
|
_entries[seqIndex]._nonFixed = nonFixed;
|
|
_entries[seqIndex]._position.x = msgX;
|
|
_entries[seqIndex]._position.y = msgY;
|
|
_entries[seqIndex]._numTicks = numTicks;
|
|
_entries[seqIndex]._extraTicks = extraTicks;
|
|
|
|
_entries[seqIndex]._timeout = scene._frameStartTime + delayTicks;
|
|
|
|
_entries[seqIndex]._triggerCountdown = triggerCountdown;
|
|
_entries[seqIndex]._doneFlag = false;
|
|
_entries[seqIndex]._flags = 0;
|
|
_entries[seqIndex]._dynamicHotspotIndex = -1;
|
|
_entries[seqIndex]._entries._count = 0;
|
|
_entries[seqIndex]._triggerMode = _vm->_game->_triggerSetupMode;
|
|
|
|
_entries[seqIndex]._actionNouns = _vm->_game->_scene._action._activeAction;
|
|
|
|
return seqIndex;
|
|
}
|
|
|
|
int SequenceList::addTimer(int timeout, int endTrigger) {
|
|
Scene &scene = _vm->_game->_scene;
|
|
uint seqIndex;
|
|
for (seqIndex = 0; seqIndex < _entries.size(); ++seqIndex) {
|
|
if (!_entries[seqIndex]._active)
|
|
break;
|
|
}
|
|
assert(seqIndex < _entries.size());
|
|
|
|
SequenceEntry &se = _entries[seqIndex];
|
|
se._active = true;
|
|
se._spritesIndex = -1;
|
|
se._numTicks = timeout;
|
|
se._extraTicks = 0;
|
|
se._timeout = scene._frameStartTime + timeout;
|
|
se._triggerCountdown = true;
|
|
se._doneFlag = false;
|
|
se._entries._count = 0;
|
|
se._triggerMode = _vm->_game->_triggerSetupMode;
|
|
se._actionNouns = _vm->_game->_scene._action._activeAction;
|
|
addSubEntry(seqIndex, SEQUENCE_TRIGGER_EXPIRE, 0, endTrigger);
|
|
|
|
return seqIndex;
|
|
}
|
|
|
|
void SequenceList::remove(int seqIndex) {
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
if (_entries[seqIndex]._active) {
|
|
if (_entries[seqIndex]._dynamicHotspotIndex >= 0)
|
|
scene._dynamicHotspots.remove(_entries[seqIndex]._dynamicHotspotIndex);
|
|
}
|
|
|
|
_entries[seqIndex]._active = false;
|
|
scene._spriteSlots.deleteTimer(seqIndex);
|
|
}
|
|
|
|
int SequenceList::findByTrigger(int trigger) {
|
|
for (uint idx = 0; idx < _entries.size(); ++idx) {
|
|
if (_entries[idx]._active) {
|
|
for (int subIdx = 0; subIdx < _entries[idx]._entries._count; ++subIdx) {
|
|
if (_entries[idx]._entries._trigger[subIdx] == trigger)
|
|
return idx;
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void SequenceList::setSpriteSlot(int seqIndex, SpriteSlot &spriteSlot) {
|
|
Scene &scene = _vm->_game->_scene;
|
|
SequenceEntry &timerEntry = _entries[seqIndex];
|
|
SpriteAsset &spriteSet = *scene._sprites[timerEntry._spritesIndex];
|
|
|
|
spriteSlot._flags = spriteSet.isBackground() ? IMG_DELTA : IMG_UPDATE;
|
|
spriteSlot._seqIndex = seqIndex;
|
|
spriteSlot._spritesIndex = timerEntry._spritesIndex;
|
|
spriteSlot._frameNumber = timerEntry._flipped ? -timerEntry._frameIndex : timerEntry._frameIndex;
|
|
spriteSlot._depth = timerEntry._depth;
|
|
spriteSlot._scale = timerEntry._scale;
|
|
|
|
if (!timerEntry._nonFixed) {
|
|
spriteSlot._position = timerEntry._position;
|
|
} else {
|
|
MSprite *sprite = spriteSet.getFrame(timerEntry._frameIndex - 1);
|
|
spriteSlot._position = sprite->_offset;
|
|
}
|
|
}
|
|
|
|
bool SequenceList::loadSprites(int seqIndex) {
|
|
Scene &scene = _vm->_game->_scene;
|
|
SequenceEntry &seqEntry = _entries[seqIndex];
|
|
int slotIndex;
|
|
bool result = false;
|
|
int idx = -1;
|
|
|
|
scene._spriteSlots.deleteTimer(seqIndex);
|
|
if (seqEntry._doneFlag) {
|
|
remove(seqIndex);
|
|
return false;
|
|
}
|
|
|
|
if (seqEntry._spritesIndex == -1) {
|
|
// Doesn't have an associated sprite anymore, so mark as done
|
|
seqEntry._doneFlag = true;
|
|
} else if ((slotIndex = scene._spriteSlots.add()) >= 0) {
|
|
SpriteSlot &spriteSlot = scene._spriteSlots[slotIndex];
|
|
setSpriteSlot(seqIndex, spriteSlot);
|
|
|
|
if ((seqEntry._flags != 0) || (seqEntry._dynamicHotspotIndex >= 0)) {
|
|
SpriteAsset &spriteSet = *scene._sprites[seqEntry._spritesIndex];
|
|
MSprite *frame = spriteSet.getFrame(seqEntry._frameIndex - 1);
|
|
int width = frame->getWidth() * seqEntry._scale / 200;
|
|
int height = frame->getHeight() * seqEntry._scale / 100;
|
|
Common::Point pt = spriteSlot._position;
|
|
|
|
// Handle sprite movement, if present
|
|
if (seqEntry._flags & 1) {
|
|
seqEntry._posAccum.x += seqEntry._posDiff.x;
|
|
if (seqEntry._posAccum.x >= 100) {
|
|
int v = seqEntry._posAccum.x / 100;
|
|
seqEntry._position.x += v * seqEntry._posSign.x;
|
|
seqEntry._posAccum.x -= v * 100;
|
|
}
|
|
|
|
seqEntry._posAccum.y += seqEntry._posDiff.y;
|
|
if (seqEntry._posAccum.y >= 100) {
|
|
int v = seqEntry._posAccum.y / 100;
|
|
seqEntry._position.y += v * seqEntry._posSign.y;
|
|
seqEntry._posAccum.y -= v * 100;
|
|
}
|
|
}
|
|
|
|
if (seqEntry._flags & 2) {
|
|
// Check for object having moved off-scren
|
|
if ((pt.x + width) < 0 || (pt.x + width) >= MADS_SCREEN_WIDTH ||
|
|
pt.y < 0 || (pt.y - height) >= MADS_SCENE_HEIGHT) {
|
|
result = true;
|
|
seqEntry._doneFlag = true;
|
|
}
|
|
}
|
|
|
|
if (seqEntry._dynamicHotspotIndex >= 0) {
|
|
DynamicHotspot &dynHotspot = scene._dynamicHotspots[seqEntry._dynamicHotspotIndex];
|
|
|
|
dynHotspot._bounds.left = MAX(pt.x - width, 0);
|
|
dynHotspot._bounds.top = MAX(pt.y - height, 0);
|
|
dynHotspot._bounds.right = dynHotspot._bounds.left + width + 1;
|
|
dynHotspot._bounds.bottom = dynHotspot._bounds.top + height + 1;
|
|
|
|
scene._dynamicHotspots._changed = true;
|
|
}
|
|
}
|
|
|
|
// Frame adjustments
|
|
if (seqEntry._frameStart != seqEntry._numSprites)
|
|
seqEntry._frameIndex += seqEntry._frameInc;
|
|
|
|
if (seqEntry._frameIndex >= seqEntry._frameStart) {
|
|
if (seqEntry._frameIndex > seqEntry._numSprites) {
|
|
result = true;
|
|
if (seqEntry._animType == ANIMTYPE_CYCLED) {
|
|
// back to the starting frame (cyclic)
|
|
seqEntry._frameIndex = seqEntry._frameStart;
|
|
} else {
|
|
// Switch into reverse mode
|
|
seqEntry._frameIndex = seqEntry._numSprites - 1;
|
|
seqEntry._frameInc = -1;
|
|
}
|
|
}
|
|
} else {
|
|
// Currently in reverse mode and moved past starting frame
|
|
result = true;
|
|
|
|
if (seqEntry._animType == ANIMTYPE_CYCLED)
|
|
{
|
|
// Switch back to forward direction again
|
|
seqEntry._frameIndex = seqEntry._frameStart + 1;
|
|
seqEntry._frameInc = 1;
|
|
} else {
|
|
// Otherwise reset back to last sprite for further reverse animating
|
|
seqEntry._frameIndex = seqEntry._numSprites;
|
|
}
|
|
}
|
|
|
|
if (result && (seqEntry._triggerCountdown != 0)) {
|
|
if (--seqEntry._triggerCountdown == 0)
|
|
seqEntry._doneFlag = true;
|
|
}
|
|
} else {
|
|
// Out of sprite display slots, so mark entry as done
|
|
seqEntry._doneFlag = true;
|
|
}
|
|
|
|
for (int i = 0; i < seqEntry._entries._count; ++i) {
|
|
switch (seqEntry._entries._mode[i]) {
|
|
case SEQUENCE_TRIGGER_EXPIRE:
|
|
case SEQUENCE_TRIGGER_LOOP:
|
|
if (((seqEntry._entries._mode[i] == SEQUENCE_TRIGGER_EXPIRE) && seqEntry._doneFlag) ||
|
|
((seqEntry._entries._mode[i] == SEQUENCE_TRIGGER_LOOP) && result))
|
|
idx = i;
|
|
break;
|
|
|
|
case SEQUENCE_TRIGGER_SPRITE: {
|
|
int v = seqEntry._entries._frameIndex[i];
|
|
if ((v == seqEntry._frameIndex) || (v == 0))
|
|
idx = i;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (idx >= 0) {
|
|
_vm->_game->_trigger = seqEntry._entries._trigger[idx];
|
|
_vm->_game->_triggerMode = seqEntry._triggerMode;
|
|
|
|
if (seqEntry._triggerMode != SEQUENCE_TRIGGER_DAEMON)
|
|
scene._action._activeAction = seqEntry._actionNouns;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Handles counting down entries in the timer list for action
|
|
*/
|
|
void SequenceList::tick() {
|
|
Scene &scene = _vm->_game->_scene;
|
|
for (uint idx = 0; idx < _entries.size(); ++idx) {
|
|
if ((_vm->_game->_fx == 0) && (_vm->_game->_trigger != 0))
|
|
break;
|
|
|
|
SequenceEntry &seqEntry = _entries[idx];
|
|
uint32 currentTimer = scene._frameStartTime;
|
|
|
|
if (!seqEntry._active || (currentTimer < seqEntry._timeout))
|
|
continue;
|
|
|
|
// Set the next timeout for the timer entry
|
|
seqEntry._timeout = currentTimer + seqEntry._numTicks;
|
|
|
|
// Action the sprite
|
|
if (loadSprites(idx)) {
|
|
seqEntry._timeout += seqEntry._extraTicks;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SequenceList::delay(uint32 priorFrameTime, uint32 currentTime) {
|
|
for (uint idx = 0; idx < _entries.size(); ++idx) {
|
|
if (_entries[idx]._active) {
|
|
_entries[idx]._timeout += currentTime - priorFrameTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SequenceList::setAnimRange(int seqIndex, int startVal, int endVal) {
|
|
Scene &scene = _vm->_game->_scene;
|
|
SequenceEntry &seqEntry = _entries[seqIndex];
|
|
SpriteAsset &spriteSet = *scene._sprites[seqEntry._spritesIndex];
|
|
int numSprites = spriteSet.getCount();
|
|
int tempStart, tempEnd;
|
|
|
|
switch (startVal) {
|
|
case -2:
|
|
tempStart = numSprites;
|
|
break;
|
|
case -1:
|
|
tempStart = 1;
|
|
break;
|
|
default:
|
|
tempStart = startVal;
|
|
break;
|
|
}
|
|
|
|
switch (endVal) {
|
|
case -2:
|
|
case 0:
|
|
tempEnd = numSprites;
|
|
break;
|
|
case -1:
|
|
tempEnd = 1;
|
|
break;
|
|
default:
|
|
tempEnd = endVal;
|
|
break;
|
|
}
|
|
|
|
seqEntry._frameStart = tempStart;
|
|
seqEntry._numSprites = tempEnd;
|
|
|
|
seqEntry._frameIndex = (seqEntry._frameInc >= 0) ? tempStart : tempEnd;
|
|
}
|
|
|
|
void SequenceList::scan() {
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
for (uint i = 0; i < _entries.size(); ++i) {
|
|
if (_entries[i]._active && (_entries[i]._spritesIndex != -1)) {
|
|
int idx = scene._spriteSlots.add();
|
|
setSpriteSlot(i, scene._spriteSlots[idx]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets the depth of the specified entry in the sequence list
|
|
*/
|
|
void SequenceList::setDepth(int seqIndex, int depth) {
|
|
_entries[seqIndex]._depth = depth;
|
|
}
|
|
|
|
void SequenceList::setPosition(int seqIndex, const Common::Point &pt) {
|
|
_entries[seqIndex]._position = pt;
|
|
_entries[seqIndex]._nonFixed = false;
|
|
}
|
|
|
|
int SequenceList::addSpriteCycle(int srcSpriteIdx, bool flipped, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks) {
|
|
Scene &scene = _vm->_game->_scene;
|
|
MSprite *spriteFrame = scene._sprites[srcSpriteIdx]->getFrame(0);
|
|
int depth = scene._depthSurface.getDepth(Common::Point(
|
|
spriteFrame->_offset.x + (spriteFrame->w / 2),
|
|
spriteFrame->_offset.y + (spriteFrame->h / 2)));
|
|
|
|
return add(srcSpriteIdx, flipped, 1, triggerCountdown, timeoutTicks, extraTicks, numTicks, 0, 0,
|
|
true, 100, depth - 1, 1, ANIMTYPE_CYCLED, 0, 0);
|
|
}
|
|
|
|
int SequenceList::addReverseSpriteCycle(int srcSpriteIdx, bool flipped, int numTicks,
|
|
int triggerCountdown, int timeoutTicks, int extraTicks) {
|
|
Scene &scene = _vm->_game->_scene;
|
|
|
|
SpriteAsset *asset = scene._sprites[srcSpriteIdx];
|
|
MSprite *spriteFrame = asset->getFrame(0);
|
|
int depth = scene._depthSurface.getDepth(Common::Point(
|
|
spriteFrame->_offset.x + (spriteFrame->w / 2),
|
|
spriteFrame->_offset.y + (spriteFrame->h / 2)));
|
|
|
|
return add(srcSpriteIdx, flipped, asset->getCount(), triggerCountdown, timeoutTicks, extraTicks,
|
|
numTicks, 0, 0, true, 100, depth - 1, -1, ANIMTYPE_CYCLED, 0, 0);
|
|
}
|
|
|
|
|
|
int SequenceList::startCycle(int srcSpriteIndex, bool flipped, int cycleIndex) {
|
|
int result = addSpriteCycle(srcSpriteIndex, flipped, INDEFINITE_TIMEOUT, 0, 0, 0);
|
|
if (result >= 0)
|
|
setAnimRange(result, cycleIndex, cycleIndex);
|
|
|
|
return result;
|
|
}
|
|
|
|
int SequenceList::startPingPongCycle(int srcSpriteIndex, bool flipped, int numTicks,
|
|
int triggerCountdown, int timeoutTicks, int extraTicks) {
|
|
SpriteAsset *sprites = _vm->_game->_scene._sprites[srcSpriteIndex];
|
|
MSprite *frame = sprites->getFrame(0);
|
|
int depth = _vm->_game->_scene._depthSurface.getDepth(Common::Point(
|
|
frame->_offset.x + frame->w / 2, frame->_offset.y + frame->h / 2));
|
|
|
|
return add(srcSpriteIndex, flipped, 1, triggerCountdown, timeoutTicks,
|
|
extraTicks, numTicks, 0, 0, true, 100, depth - 1, 1, ANIMTYPE_PING_PONG, 0, 0);
|
|
}
|
|
|
|
void SequenceList::updateTimeout(int srcSeqIndex, int destSeqIndex) {
|
|
Player &player = _vm->_game->_player;
|
|
int timeout;
|
|
|
|
if (srcSeqIndex >= 0)
|
|
timeout = _entries[srcSeqIndex]._timeout;
|
|
else
|
|
timeout = player._priorTimer + player._ticksAmount;
|
|
|
|
if (destSeqIndex >= 0)
|
|
_entries[destSeqIndex]._timeout = timeout;
|
|
else
|
|
player._priorTimer = timeout - player._ticksAmount;
|
|
|
|
}
|
|
|
|
void SequenceList::setScale(int spriteIdx, int scale) {
|
|
_entries[spriteIdx]._scale = scale;
|
|
}
|
|
|
|
void SequenceList::setMsgLayout(int seqIndex) {
|
|
Player &player = _vm->_game->_player;
|
|
int yp = player._playerPos.y + (player._centerOfGravity * player._currentScale) / 100;
|
|
setPosition(seqIndex, Common::Point(player._playerPos.x, yp));
|
|
setDepth(seqIndex, player._currentDepth);
|
|
setScale(seqIndex, player._currentScale);
|
|
updateTimeout(-1, seqIndex);
|
|
}
|
|
|
|
void SequenceList::setDone(int seqIndex) {
|
|
_entries[seqIndex]._doneFlag = true;
|
|
_entries[seqIndex]._timeout = _vm->_game->_player._priorTimer;
|
|
}
|
|
|
|
void SequenceList::setMotion(int seqIndex, int flags, int deltaX, int deltaY) {
|
|
SequenceEntry &se = _entries[seqIndex];
|
|
se._flags = flags | 1;
|
|
|
|
// Set the direction sign for movement
|
|
if (deltaX > 0) {
|
|
se._posSign.x = 1;
|
|
} else if (deltaX < 0) {
|
|
se._posSign.x = -1;
|
|
} else {
|
|
se._posSign.x = 0;
|
|
}
|
|
|
|
if (deltaY > 0) {
|
|
se._posSign.y = 1;
|
|
} else if (deltaY < 0) {
|
|
se._posSign.y = -1;
|
|
} else {
|
|
se._posSign.y = 0;
|
|
}
|
|
|
|
se._posDiff.x = ABS(deltaX);
|
|
se._posDiff.y = ABS(deltaY);
|
|
se._posAccum.x = se._posAccum.y = 0;
|
|
}
|
|
|
|
} // End of namespace
|