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scummvm/engines/director/lingo/lingo-events.cpp
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2020-08-10 15:00:55 -04:00

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