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https://github.com/scummvm/scummvm.git
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357 lines
11 KiB
C++
357 lines
11 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 "director/director.h"
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#include "director/lingo/lingo.h"
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#include "director/lingo/lingo-code.h"
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#include "director/lingo/lingo-object.h"
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#include "director/cast.h"
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#include "director/movie.h"
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#include "director/frame.h"
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#include "director/score.h"
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#include "director/sprite.h"
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namespace Director {
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struct EventHandlerType {
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LEvent handler;
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const char *name;
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} static const eventHandlerDescs[] = {
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{ kEventPrepareMovie, "prepareMovie" },
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{ kEventStartMovie, "startMovie" }, // D3
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{ kEventStepMovie, "stepMovie" }, // D3
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{ kEventStopMovie, "stopMovie" }, // D3
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{ kEventNew, "newSprite" },
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{ kEventBeginSprite, "beginSprite" },
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{ kEventEndSprite, "endSprite" },
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{ kEventEnterFrame, "enterFrame" }, // D4
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{ kEventPrepareFrame, "prepareFrame" },
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{ kEventIdle, "idle" }, // D3
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{ kEventStepFrame, "stepFrame"},
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{ kEventExitFrame, "exitFrame" }, // D4
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{ kEventActivateWindow, "activateWindow" },
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{ kEventDeactivateWindow, "deactivateWindow" },
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{ kEventMoveWindow, "moveWindow" },
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{ kEventResizeWindow, "resizeWindow" },
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{ kEventOpenWindow, "openWindow" },
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{ kEventCloseWindow, "closeWindow" },
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{ kEventKeyUp, "keyUp" }, // D4
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{ kEventKeyDown, "keyDown" }, // D2 w D4 (as when from D2)
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{ kEventMouseUp, "mouseUp" }, // D2 w D3
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{ kEventMouseDown, "mouseDown" }, // D2 w D3
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{ kEventRightMouseDown, "rightMouseDown" },
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{ kEventRightMouseUp, "rightMouseUp" },
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{ kEventMouseEnter, "mouseEnter" },
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{ kEventMouseLeave, "mouseLeave" },
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{ kEventMouseUpOutSide, "mouseUpOutSide" },
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{ kEventMouseWithin, "mouseWithin" },
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{ kEventTimeout, "timeout" }, // D2 as when
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{ kEventStartUp, "startUp" },
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{ kEventGeneric, "scummvm_generic" },
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{ kEventNone, 0 }
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};
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void Lingo::initEventHandlerTypes() {
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for (const EventHandlerType *t = &eventHandlerDescs[0]; t->handler != kEventNone; ++t) {
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_eventHandlerTypeIds[t->name] = t->handler;
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_eventHandlerTypes[t->handler] = t->name;
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}
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_eventHandlerTypes[kEventNone] = 0;
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}
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ScriptType Lingo::event2script(LEvent ev) {
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if (_vm->getVersion() < 400) {
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switch (ev) {
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//case kEventStartMovie: // We are precompiling it now
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// return kMovieScript;
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case kEventEnterFrame:
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return kScoreScript;
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default:
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return kNoneScript;
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}
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}
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return kNoneScript;
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}
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int Movie::getEventCount() {
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return _eventQueue.size();
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}
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void Movie::setPrimaryEventHandler(LEvent event, const Common::String &code) {
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debugC(3, kDebugLingoExec, "setting primary event handler (%s)", _lingo->_eventHandlerTypes[event]);
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LingoArchive *mainArchive = getMainLingoArch();
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mainArchive->primaryEventHandlers[event] = code;
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mainArchive->addCode(code.c_str(), kEventScript, event);
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}
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void Movie::queueSpriteEvent(LEvent event, int eventId, int spriteId) {
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/* When the mouseDown or mouseUp occurs over a sprite, the message
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* goes first to the sprite script, then to the script of the cast
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* member, to the frame script and finally to the movie scripts.
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*
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* When the mouseDown or mouseUp doesn't occur over a sprite, the
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* message goes to the frame script and then to the movie script.
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*
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* When more than one movie script [...]
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* [D4 docs] */
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Frame *currentFrame = _score->_frames[_score->getCurrentFrame()];
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assert(currentFrame != nullptr);
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Sprite *sprite = _score->getSpriteById(spriteId);
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// Sprite (score) script
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if (sprite->_scriptId) {
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ScriptContext *script = getScriptContext(kScoreScript, sprite->_scriptId);
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if (script) {
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// In D3 the event lingo is not contained in a handler
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// If sprite is immediate, its script is run on mouseDown, otherwise on mouseUp
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if (((event == kEventMouseDown && sprite->_immediate) || (event == kEventMouseUp && !sprite->_immediate))
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&& script->_eventHandlers.contains(kEventGeneric)) {
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_eventQueue.push(LingoEvent(kEventGeneric, eventId, kScoreScript, sprite->_scriptId, false, spriteId));
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} else if (script->_eventHandlers.contains(event)) {
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_eventQueue.push(LingoEvent(event, eventId, kScoreScript, sprite->_scriptId, false, spriteId));
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}
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}
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}
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// Cast script
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ScriptContext *script = getScriptContext(kCastScript, sprite->_castId);
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if (script && script->_eventHandlers.contains(event)) {
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_eventQueue.push(LingoEvent(event, eventId, kCastScript, sprite->_castId, false, spriteId));
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}
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}
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void Movie::queueFrameEvent(LEvent event, int eventId) {
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/* [in D4] the enterFrame, exitFrame, idle and timeout messages
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* are sent to a frame script and then a movie script. If the
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* current frame has no frame script when the event occurs, the
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* message goes to movie scripts.
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* [p.81 of D4 docs]
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*/
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// if (event == kEventPrepareFrame || event == kEventIdle) {
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// entity = score->getCurrentFrame();
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// } else {
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assert(_score->_frames[_score->getCurrentFrame()] != nullptr);
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int scriptId = _score->_frames[_score->getCurrentFrame()]->_actionId;
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if (!scriptId)
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return;
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ScriptContext *script = getScriptContext(kScoreScript, scriptId);
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if (!script)
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return;
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if (event == kEventEnterFrame && script->_eventHandlers.contains(kEventGeneric)) {
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_eventQueue.push(LingoEvent(kEventGeneric, eventId, kScoreScript, scriptId, false));
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} else if (script->_eventHandlers.contains(event)) {
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_eventQueue.push(LingoEvent(event, eventId, kScoreScript, scriptId, false));
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}
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}
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void Movie::queueMovieEvent(LEvent event, int eventId) {
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/* If more than one movie script handles the same message, Lingo
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* searches the movie scripts according to their order in the cast
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* window [p.81 of D4 docs]
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*/
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// FIXME: shared cast movie scripts could come before main movie ones
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LingoArchive *mainArchive = getMainLingoArch();
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for (ScriptContextHash::iterator it = mainArchive->scriptContexts[kMovieScript].begin();
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it != mainArchive->scriptContexts[kMovieScript].end(); ++it) {
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if (it->_value->_eventHandlers.contains(event)) {
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_eventQueue.push(LingoEvent(event, eventId, kMovieScript, it->_key, false));
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return;
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}
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}
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LingoArchive *sharedArchive = getSharedLingoArch();
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if (sharedArchive) {
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for (ScriptContextHash::iterator it = sharedArchive->scriptContexts[kMovieScript].begin();
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it != sharedArchive->scriptContexts[kMovieScript].end(); ++it) {
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if (it->_value->_eventHandlers.contains(event)) {
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_eventQueue.push(LingoEvent(event, eventId, kMovieScript, it->_key, false));
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return;
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}
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}
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}
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}
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void Movie::registerEvent(LEvent event, int targetId) {
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int eventId = _nextEventId++;
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if (_nextEventId < 0)
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_nextEventId = 0;
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int oldQueueSize = _eventQueue.size();
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/* When an event occurs the message [...] is first sent to a
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* primary event handler: [... if exists it is executed] and the
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* event is passed on to other objects unless you explicitly stop
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* the message by including the dontPassEvent command in the script
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* [D4 docs page 77]
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*/
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/* N.B.: No primary event handlers for events other than
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* keyup, keydown, mouseup, mousedown, timeout
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* [see: www.columbia.edu/itc/visualarts/r4110/s2001/handouts
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* /03_03_Event_Hierarchy.pdf]
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*/
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switch (event) {
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case kEventMouseDown:
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case kEventMouseUp:
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case kEventKeyUp:
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case kEventKeyDown:
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case kEventTimeout:
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if (getScriptContext(kEventScript, event)) {
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_eventQueue.push(LingoEvent(kEventGeneric, eventId, kEventScript, event, true));
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}
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break;
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case kEventMenuCallback:
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if (getScriptContext(kEventScript, targetId)) {
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_eventQueue.push(LingoEvent(kEventGeneric, eventId, kEventScript, targetId, true));
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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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if (_vm->getVersion() < 400) {
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// In D2-3, specific objects handle each event, with no passing
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switch(event) {
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case kEventMouseUp:
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case kEventMouseDown:
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if (targetId) {
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queueSpriteEvent(event, eventId, targetId);
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}
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break;
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case kEventEnterFrame:
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queueFrameEvent(event, eventId);
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break;
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case kEventIdle:
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case kEventStartUp:
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case kEventStartMovie:
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case kEventStepMovie:
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case kEventStopMovie:
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queueMovieEvent(event, eventId);
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break;
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default:
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warning("registerEvent: Unhandled event %s", _lingo->_eventHandlerTypes[event]);
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}
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} else {
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/* In D4+, queue any objects that responds to this event, in order of precedence.
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* (Sprite -> Cast Member -> Frame -> Movie)
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* Once one of these objects handles the event, any event handlers queued
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* for the same event will be ignored unless the pass command was called.
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*/
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switch (event) {
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case kEventKeyUp:
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case kEventKeyDown:
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case kEventMouseUp:
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case kEventMouseDown:
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case kEventBeginSprite:
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if (targetId) {
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queueSpriteEvent(event, eventId, targetId);
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}
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// fall through
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case kEventIdle:
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case kEventEnterFrame:
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case kEventExitFrame:
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queueFrameEvent(event, eventId);
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// fall through
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case kEventStartUp:
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case kEventStartMovie:
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case kEventStopMovie:
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case kEventTimeout:
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case kEventPrepareMovie:
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queueMovieEvent(event, eventId);
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break;
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default:
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warning("registerEvent: Unhandled event %s", _lingo->_eventHandlerTypes[event]);
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}
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}
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if (oldQueueSize == _eventQueue.size()) {
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debugC(9, kDebugEvents, "Lingo::registerEvent(%s): no event handler", _lingo->_eventHandlerTypes[event]);
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}
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}
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void Movie::processEvent(LEvent event, int targetId) {
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registerEvent(event, targetId);
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_vm->setCurrentMovie(this);
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_lingo->processEvents();
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}
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void Lingo::processEvents() {
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int lastEventId = -1;
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Movie *movie = _vm->getCurrentMovie();
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Score *sc = movie->getScore();
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if (_vm->getVersion() >= 300 && sc->getCurrentFrame() > 0 && sc->_playState != kPlayStopped && movie->_eventQueue.empty())
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movie->registerEvent(kEventIdle);
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while (!movie->_eventQueue.empty()) {
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LingoEvent el = movie->_eventQueue.pop();
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if (sc->_playState == kPlayStopped && el.event != kEventStopMovie)
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continue;
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if (lastEventId == el.eventId && !_passEvent)
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continue;
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_passEvent = el.passByDefault;
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processEvent(el.event, el.scriptType, el.scriptId, el.channelId);
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lastEventId = el.eventId;
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}
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}
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void Lingo::processEvent(LEvent event, ScriptType st, int scriptId, int channelId) {
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_currentChannelId = channelId;
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if (!_eventHandlerTypes.contains(event))
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error("processEvent: Unknown event %d", event);
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ScriptContext *script = g_director->getCurrentMovie()->getScriptContext(st, scriptId);
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if (script && script->_eventHandlers.contains(event)) {
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debugC(1, kDebugEvents, "Lingo::processEvent(%s, %s, %d): executing event handler", _eventHandlerTypes[event], scriptType2str(st), scriptId);
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LC::call(script->_eventHandlers[event], 0, false);
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execute(_pc);
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} else {
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debugC(9, kDebugEvents, "Lingo::processEvent(%s, %s, %d): no handler", _eventHandlerTypes[event], scriptType2str(st), scriptId);
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}
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}
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} // End of namespace Director
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