scummvm/engines/director/events.cpp
Nathanael Gentry d7ec21cbeb DIRECTOR: Properly discover sprite cursors
We canot just use getSpriteIDFromPos, as Director gets the cursor from the
topmost sprite that has a non-empty cursor.
2020-08-19 10:41:55 -04:00

206 lines
5.7 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/system.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 {
bool processQuitEvent(bool click) {
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
if (event.type == Common::EVENT_QUIT) {
g_director->getCurrentMovie()->getScore()->_playState = kPlayStopped;
return true;
}
if (click) {
if (event.type == Common::EVENT_LBUTTONDOWN)
return true;
}
}
return false;
}
uint32 DirectorEngine::getMacTicks() { return g_system->getMillis() * 60 / 1000.; }
void DirectorEngine::processEvents() {
debugC(3, kDebugEvents, "\n@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@");
debugC(3, kDebugEvents, "@@@@ Processing events");
debugC(3, kDebugEvents, "@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@\n");
Common::Event event;
uint endTime = g_system->getMillis() + 10;
while (g_system->getMillis() < endTime) {
while (g_system->getEventManager()->pollEvent(event)) {
if (_wm->processEvent(event)) {
// window manager has done something! update the channels
continue;
}
switch (event.type) {
case Common::EVENT_QUIT:
_stage->getCurrentMovie()->getScore()->_playState = kPlayStopped;
break;
default:
break;
}
}
g_system->delayMillis(10);
}
}
bool Window::processEvent(Common::Event &event) {
if (MacWindow::processEvent(event))
return true;
if (_currentMovie && _currentMovie->processEvent(event))
return true;
return false;
}
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;
sc->renderCursor(pos);
if (_currentDraggedChannel) {
if (_currentDraggedChannel->_sprite->_moveable) {
pos = _window->getMousePos();
_currentDraggedChannel->addDelta(pos - _draggingSpritePos);
_draggingSpritePos = pos;
} else {
_currentDraggedChannel = nullptr;
}
}
return true;
case Common::EVENT_LBUTTONDOWN:
if (sc->_waitForClick) {
sc->_waitForClick = false;
_vm->setCursor(kCursorDefault);
} 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.
spriteId = sc->getMouseSpriteIDFromPos(pos);
_currentClickOnSpriteId = sc->getActiveSpriteIDFromPos(pos);
if (spriteId > 0 && sc->_channels[spriteId]->_sprite->shouldHilite())
g_director->getCurrentWindow()->invertChannel(sc->_channels[spriteId]);
_lastEventTime = g_director->getMacTicks();
_lastClickTime = _lastEventTime;
_lastClickPos = pos;
debugC(3, kDebugEvents, "event: Button Down @(%d, %d), movie '%s', sprite id: %d", pos.x, pos.y, _macName.c_str(), spriteId);
registerEvent(kEventMouseDown, spriteId);
if (sc->_channels[spriteId]->_sprite->_moveable) {
_draggingSpritePos = _window->getMousePos();
_currentDraggedChannel = sc->_channels[spriteId];
}
}
return true;
case Common::EVENT_LBUTTONUP:
pos = _window->getMousePos();
spriteId = sc->getMouseSpriteIDFromPos(pos);
_currentClickOnSpriteId = sc->getActiveSpriteIDFromPos(pos);
if (spriteId > 0 && sc->_channels[spriteId]->_sprite->shouldHilite())
g_director->getCurrentWindow()->invertChannel(sc->_channels[spriteId]);
debugC(3, kDebugEvents, "event: Button Up @(%d, %d), movie '%s', sprite id: %d", pos.x, pos.y, _macName.c_str(), spriteId);
_currentDraggedChannel = nullptr;
{
CastMember *cast = getCastMember(sc->getSpriteById(spriteId)->_castId);
if (cast && cast->_type == kCastButton)
cast->_hilite = !cast->_hilite;
}
registerEvent(kEventMouseUp, spriteId);
sc->renderCursor(pos);
return true;
case Common::EVENT_KEYDOWN:
_keyCode = _vm->_macKeyCodes.contains(event.kbd.keycode) ? _vm->_macKeyCodes[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;
registerEvent(kEventKeyDown);
return true;
case Common::EVENT_KEYUP:
_keyFlags = event.kbd.flags;
return true;
default:
break;
}
return false;
}
} // End of namespace Director