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https://github.com/libretro/scummvm.git
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c96b01b82e
I reduced the header includes a lot in Titanic.h and forward declared when I could. Titanic.h was including a lot and a lot of functions that were including it were not using its API. This will help make it more clear which implementation files are using which class since they will just need to include which ones they need. I also moved the debug related items in Titanic.h into the debugger header. I also reordered several of the the header includes to be local to global.
195 lines
5.6 KiB
C++
195 lines
5.6 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 "titanic/input_handler.h"
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#include "titanic/events.h"
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#include "titanic/game_manager.h"
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#include "titanic/core/project_item.h"
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#include "titanic/messages/mouse_messages.h"
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#include "titanic/pet_control/pet_control.h"
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#include "titanic/support/files_manager.h"
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#include "titanic/support/screen_manager.h"
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#include "titanic/titanic.h"
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namespace Titanic {
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CInputHandler::CInputHandler(CGameManager *owner) :
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_gameManager(owner), _inputTranslator(nullptr), _dragging(false),
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_buttonDown(false), _dragItem(nullptr), _lockCount(0),
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_abortMessage(false) {
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CScreenManager::_screenManagerPtr->_inputHandler = this;
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}
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CInputHandler::~CInputHandler() {
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CScreenManager::_screenManagerPtr->_inputHandler = nullptr;
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}
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void CInputHandler::setTranslator(CInputTranslator *translator) {
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_inputTranslator = translator;
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}
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void CInputHandler::incLockCount() {
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++_lockCount;
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}
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void CInputHandler::decLockCount() {
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--_lockCount;
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assert(_lockCount >= 0);
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if (_lockCount == 0 && _inputTranslator) {
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if (_dragging && !_inputTranslator->isMousePressed()) {
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CMouseButtonUpMsg upMsg(_mousePos, MK_LBUTTON);
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handleMessage(upMsg);
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}
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_buttonDown = _inputTranslator->isMousePressed();
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_abortMessage = true;
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}
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}
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bool CInputHandler::handleMessage(CMessage &msg, bool respectLock) {
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if (!respectLock || _lockCount <= 0) {
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if (_gameManager->_gameState._mode == GSMODE_INTERACTIVE) {
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return processMessage(&msg);
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} else if (!msg.isMouseMsg()) {
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g_vm->_filesManager->loadDrive();
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}
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}
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return false;
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}
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bool CInputHandler::processMessage(CMessage *msg) {
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const CMouseMsg *mouseMsg = dynamic_cast<const CMouseMsg *>(msg);
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_abortMessage = false;
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bool handled = dispatchMessage(msg);
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if (_abortMessage) {
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_abortMessage = false;
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} else if (mouseMsg) {
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// Keep the game state mouse position up to date
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if (_mousePos != mouseMsg->_mousePos) {
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_mousePos = mouseMsg->_mousePos;
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_gameManager->_gameState.setMousePos(mouseMsg->_mousePos);
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}
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// Set flag for whether a mouse button is currently being pressed
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if (mouseMsg->isButtonDownMsg())
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_buttonDown = true;
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else if (mouseMsg->isButtonUpMsg())
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_buttonDown = false;
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// Drag events generation
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if (_dragging) {
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if (mouseMsg->isMouseMoveMsg()) {
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if (_dragItem) {
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CMouseDragMoveMsg moveMsg(_mousePos);
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moveMsg.execute(_dragItem);
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}
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} else if (mouseMsg->isButtonUpMsg()) {
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if (_dragItem) {
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// Mouse drag ended
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CGameObject *target = dragEnd(_mousePos, _dragItem);
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CMouseDragEndMsg endMsg(_mousePos, target);
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endMsg.execute(_dragItem);
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}
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_dragging = false;
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_dragItem = nullptr;
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_gameManager->_dragItem = nullptr;
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}
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} else if (_buttonDown) {
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if (!mouseMsg->isMouseMoveMsg()) {
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// Save where the drag movement started from
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_dragStartPos = _mousePos;
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} else {
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Point delta = mouseMsg->_mousePos - _dragStartPos;
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int distance = (int)sqrt(double(delta.x * delta.x + delta.y * delta.y));
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if (distance > 4) {
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// We've moved far enough with the mouse button held down
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// to trigger an official dragging operation
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CMouseDragStartMsg startMsg(_dragStartPos);
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dispatchMessage(&startMsg);
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// Set the drag item, if any, that a handler will have set on the message
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_dragItem = startMsg._dragItem;
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_gameManager->_dragItem = startMsg._dragItem;
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if (_dragItem) {
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CMouseDragMoveMsg moveMsg(_dragStartPos);
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moveMsg.execute(_dragItem);
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}
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_dragging = true;
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}
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}
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}
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}
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return handled;
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}
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bool CInputHandler::dispatchMessage(CMessage *msg) {
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CPetControl *pet = _gameManager->_project->getPetControl();
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if (!pet || !msg->execute(pet, nullptr, MSGFLAG_BREAK_IF_HANDLED)) {
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CViewItem *view = _gameManager->getView();
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return msg->execute(view);
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}
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return true;
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}
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CGameObject *CInputHandler::dragEnd(const Point &pt, CTreeItem *dragItem) {
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CViewItem *view = _gameManager->getView();
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if (!view)
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return nullptr;
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// Scan through the view items to find the element being dropped on
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CGameObject *target = nullptr;
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for (CTreeItem *treeItem = view->scan(view); treeItem; treeItem = treeItem->scan(view)) {
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CGameObject *gameObject = dynamic_cast<CGameObject *>(treeItem);
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if (gameObject && gameObject != dragItem) {
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if (gameObject->checkPoint(pt))
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target = gameObject;
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}
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}
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if (!target) {
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// Check if the cursor is on the PET. If so, pass to the PET
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// to see what specific element the drag ended on
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CProjectItem *project = view->getRoot();
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if (project) {
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CPetControl *petControl = project->getPetControl();
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if (petControl && petControl->contains(pt)) {
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target = petControl->dragEnd(pt);
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if (!target)
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target = petControl;
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}
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}
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}
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return target;
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}
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} // End of namespace Titanic
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