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https://github.com/libretro/scummvm.git
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d7ec21cbeb
We canot just use getSpriteIDFromPos, as Director gets the cursor from the topmost sprite that has a non-empty cursor.
206 lines
5.7 KiB
C++
206 lines
5.7 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 "common/system.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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bool processQuitEvent(bool click) {
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Common::Event event;
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while (g_system->getEventManager()->pollEvent(event)) {
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if (event.type == Common::EVENT_QUIT) {
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g_director->getCurrentMovie()->getScore()->_playState = kPlayStopped;
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return true;
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}
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if (click) {
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if (event.type == Common::EVENT_LBUTTONDOWN)
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return true;
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}
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}
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return false;
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}
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uint32 DirectorEngine::getMacTicks() { return g_system->getMillis() * 60 / 1000.; }
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void DirectorEngine::processEvents() {
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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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uint endTime = g_system->getMillis() + 10;
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while (g_system->getMillis() < endTime) {
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while (g_system->getEventManager()->pollEvent(event)) {
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if (_wm->processEvent(event)) {
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// window manager has done something! update the channels
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continue;
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}
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switch (event.type) {
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case Common::EVENT_QUIT:
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_stage->getCurrentMovie()->getScore()->_playState = kPlayStopped;
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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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g_system->delayMillis(10);
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}
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}
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bool Window::processEvent(Common::Event &event) {
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if (MacWindow::processEvent(event))
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return true;
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if (_currentMovie && _currentMovie->processEvent(event))
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return true;
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return false;
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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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sc->renderCursor(pos);
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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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if (sc->_waitForClick) {
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sc->_waitForClick = false;
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_vm->setCursor(kCursorDefault);
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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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spriteId = sc->getMouseSpriteIDFromPos(pos);
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_currentClickOnSpriteId = sc->getActiveSpriteIDFromPos(pos);
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if (spriteId > 0 && sc->_channels[spriteId]->_sprite->shouldHilite())
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g_director->getCurrentWindow()->invertChannel(sc->_channels[spriteId]);
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_lastEventTime = g_director->getMacTicks();
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_lastClickTime = _lastEventTime;
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_lastClickPos = pos;
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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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registerEvent(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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pos = _window->getMousePos();
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spriteId = sc->getMouseSpriteIDFromPos(pos);
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_currentClickOnSpriteId = sc->getActiveSpriteIDFromPos(pos);
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if (spriteId > 0 && sc->_channels[spriteId]->_sprite->shouldHilite())
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g_director->getCurrentWindow()->invertChannel(sc->_channels[spriteId]);
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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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{
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CastMember *cast = getCastMember(sc->getSpriteById(spriteId)->_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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registerEvent(kEventMouseUp, spriteId);
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sc->renderCursor(pos);
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return true;
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case Common::EVENT_KEYDOWN:
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_keyCode = _vm->_macKeyCodes.contains(event.kbd.keycode) ? _vm->_macKeyCodes[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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registerEvent(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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