scummvm/engines/ags/engine/main/game_run.cpp
Walter Agazzi fdab95b34b AGS: Engine: gui mouse handles accept mouse pos as arguments
* This also fixes GUI.ProcessClick, apparently it always had an issue of using mouse
coordinates instead of provided ones.
From upstream ab3561359eb23fe17ba0758741f139165eb1f13c
2024-10-30 18:07:42 +02:00

1147 lines
36 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
//
// Game loop
//
#include "common/std/limits.h"
#include "ags/engine/ac/button.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/character.h"
#include "ags/engine/ac/character_extras.h"
#include "ags/shared/ac/character_info.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/event.h"
#include "ags/engine/ac/game.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_debug.h"
#include "ags/engine/ac/global_display.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/global_gui.h"
#include "ags/engine/ac/global_region.h"
#include "ags/engine/ac/gui.h"
#include "ags/engine/ac/hotspot.h"
#include "ags/shared/ac/keycode.h"
#include "ags/engine/ac/mouse.h"
#include "ags/engine/ac/object.h"
#include "ags/engine/ac/overlay.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/ac/sys_events.h"
#include "ags/engine/ac/room.h"
#include "ags/engine/ac/room_object.h"
#include "ags/engine/ac/room_status.h"
#include "ags/engine/ac/view_frame.h"
#include "ags/engine/ac/walkable_area.h"
#include "ags/engine/ac/walk_behind.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/device/mouse_w32.h"
#include "ags/engine/gui/animating_gui_button.h"
#include "ags/shared/gui/gui_inv.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/gui/gui_textbox.h"
#include "ags/engine/main/engine.h"
#include "ags/engine/main/game_run.h"
#include "ags/engine/main/update.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/plugins/ags_plugin_evts.h"
#include "ags/plugins/plugin_engine.h"
#include "ags/engine/script/script.h"
#include "ags/engine/script/script_runtime.h"
#include "ags/events.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
static bool ShouldStayInWaitMode();
#define UNTIL_ANIMEND 1
#define UNTIL_MOVEEND 2
#define UNTIL_CHARIS0 3
#define UNTIL_NOOVERLAY 4
#define UNTIL_NEGATIVE 5
#define UNTIL_INTIS0 6
#define UNTIL_SHORTIS0 7
#define UNTIL_INTISNEG 8
#define UNTIL_ANIMBTNEND 9
static void ProperExit() {
_G(want_exit) = false;
_G(proper_exit) = 1;
quit("||exit!");
}
static void game_loop_check_problems_at_start() {
if ((_G(in_enters_screen) != 0) & (_G(displayed_room) == _G(starting_room)))
quit("!A text script run in the Player Enters Screen event caused the screen to be updated. If you need to use Wait(), do so in After Fadein");
if ((_G(in_enters_screen) != 0) && (_G(done_es_error) == 0)) {
debug_script_warn("Wait() was used in Player Enters Screen - use Enters Screen After Fadein instead");
_G(done_es_error) = 1;
}
if (_G(no_blocking_functions))
quit("!A blocking function was called from within a non-blocking event such as " REP_EXEC_ALWAYS_NAME);
}
// Runs rep-exec
static void game_loop_do_early_script_update() {
if (_G(in_new_room) == 0) {
// Run the room and game script repeatedly_execute
run_function_on_non_blocking_thread(&_GP(repExecAlways));
setevent(EV_TEXTSCRIPT, kTS_Repeat);
setevent(EV_RUNEVBLOCK, EVB_ROOM, 0, EVROM_REPEXEC);
}
}
// Runs late-rep-exec
static void game_loop_do_late_script_update() {
if (_G(in_new_room) == 0) {
// Run the room and game script late_repeatedly_execute
run_function_on_non_blocking_thread(&_GP(lateRepExecAlways));
}
}
static int game_loop_check_ground_level_interactions() {
if ((_GP(play).ground_level_areas_disabled & GLED_INTERACTION) == 0) {
// check if he's standing on a hotspot
int hotspotThere = get_hotspot_at(_G(playerchar)->x, _G(playerchar)->y);
// run Stands on Hotspot event
setevent(EV_RUNEVBLOCK, EVB_HOTSPOT, hotspotThere, EVHOT_STANDSON);
// check current region
int onRegion = GetRegionIDAtRoom(_G(playerchar)->x, _G(playerchar)->y);
int inRoom = _G(displayed_room);
if (onRegion != _GP(play).player_on_region) {
// we need to save this and set _GP(play).player_on_region
// now, so it's correct going into RunRegionInteraction
int oldRegion = _GP(play).player_on_region;
_GP(play).player_on_region = onRegion;
// Walks Off last region
if (oldRegion > 0)
RunRegionInteraction(oldRegion, 2);
// Walks Onto new region
if (onRegion > 0)
RunRegionInteraction(onRegion, 1);
}
if (_GP(play).player_on_region > 0) // player stands on region
RunRegionInteraction(_GP(play).player_on_region, 0);
// one of the region interactions sent us to another room
if (inRoom != _G(displayed_room)) {
check_new_room();
}
// if in a Wait loop which is no longer valid (probably
// because the Region interaction did a NewRoom), abort
// the rest of the loop
if ((_G(restrict_until).type > 0) && (!ShouldStayInWaitMode())) {
// cancel the Rep Exec and Stands on Hotspot events that
// we just added -- otherwise the event queue gets huge
_GP(events).resize(_G(numEventsAtStartOfFunction));
return 0;
}
} // end if checking ground level interactions
return RETURN_CONTINUE;
}
static void lock_mouse_on_click() {
if (_GP(usetup).mouse_auto_lock && _GP(scsystem).windowed)
_GP(mouse).TryLockToWindow();
}
static void toggle_mouse_lock() {
if (_GP(scsystem).windowed) {
if (_GP(mouse).IsLockedToWindow())
_GP(mouse).UnlockFromWindow();
else
_GP(mouse).TryLockToWindow();
}
}
// Runs default mouse button handling
static void check_mouse_controls() {
int mongu = -1;
mongu = gui_on_mouse_move(_G(mousex), _G(mousey));
_G(mouse_on_iface) = mongu;
if ((_G(ifacepopped) >= 0) && (_G(mousey) >= _GP(guis)[_G(ifacepopped)].Y + _GP(guis)[_G(ifacepopped)].Height))
remove_popup_interface(_G(ifacepopped));
// check mouse clicks on GUIs
if ((_G(wasbutdown) > kMouseNone) && (ags_misbuttondown(_G(wasbutdown)))) {
gui_on_mouse_hold(_G(wasongui), _G(wasbutdown));
} else if ((_G(wasbutdown) > kMouseNone) && (!ags_misbuttondown(_G(wasbutdown)))) {
eAGSMouseButton mouse_btn_up = _G(wasbutdown);
_G(wasbutdown) = kMouseNone; // reset before event, avoid recursive call of "mouse up"
gui_on_mouse_up(_G(wasongui), mouse_btn_up, _G(mousex), _G(mousey));
}
eAGSMouseButton mbut;
int mwheelz;
if (run_service_mb_controls(mbut, mwheelz) && mbut > kMouseNone) {
check_skip_cutscene_mclick(mbut);
if (_GP(play).fast_forward || _GP(play).IsIgnoringInput()) { /* do nothing if skipping cutscene or input disabled */
} else if ((_GP(play).wait_counter != 0) && (_GP(play).key_skip_wait & SKIP_MOUSECLICK) != 0) {
_GP(play).SetWaitSkipResult(SKIP_MOUSECLICK, mbut);
} else if (_GP(play).text_overlay_on > 0) {
if (_GP(play).speech_skip_style & SKIP_MOUSECLICK) {
remove_screen_overlay(_GP(play).text_overlay_on);
_GP(play).SetWaitSkipResult(SKIP_MOUSECLICK, mbut);
}
} else if (!IsInterfaceEnabled()); // blocking cutscene, ignore mouse
else if (pl_run_plugin_hooks(AGSE_MOUSECLICK, mbut)) {
// plugin took the click
debug_script_log("Plugin handled mouse button %d", mbut);
} else if (mongu >= 0) {
if (_G(wasbutdown) == kMouseNone) {
gui_on_mouse_down(mongu, mbut, _G(mousex), _G(mousey));
}
_G(wasongui) = mongu;
_G(wasbutdown) = mbut;
} else
setevent(EV_TEXTSCRIPT, kTS_MouseClick, mbut);
}
if (mwheelz < 0)
setevent(EV_TEXTSCRIPT, kTS_MouseClick, 9);
else if (mwheelz > 0)
setevent(EV_TEXTSCRIPT, kTS_MouseClick, 8);
}
// Special flags to OR saved SDL_Keymod flags with:
// Mod key combination already fired (wait until full mod release)
#define KEY_MODS_FIRED 0x80000000
int cur_key_mods = 0;
int old_key_mod = 0; // for saving previous key mods
// Runs service key controls, returns false if service key combinations were handled
// and no more processing required, otherwise returns true and provides current keycode and key shifts.
//
// * old_keyhandle mode is a backward compatible input handling mode, where
// - lone mod keys are not passed further into the engine;
// - key + mod combos are merged into one key code for the script callback.
bool run_service_key_controls(KeyInput &out_key) {
const bool old_keyhandle = (_GP(game).options[OPT_KEYHANDLEAPI] == 0);
bool handled = false;
const bool key_valid = ags_keyevent_ready();
const Common::Event key_evt = key_valid ? ags_get_next_keyevent() : Common::Event();
const bool is_only_mod_key = key_evt.type == Common::EVENT_KEYDOWN ?
is_mod_key(key_evt.kbd.keycode) : false;
out_key = KeyInput(); // reset to default
// Following section is for testing for pushed and released mod-keys.
// A bit of explanation: some service actions may require combination of
// mod-keys, for example [Ctrl + Alt] toggles mouse lock in window.
// Here comes a problem: other actions may also use [Ctrl + Alt] mods in
// combination with a third key: e.g. [Ctrl + Alt + V] displays engine info.
// For this reason we cannot simply test for pressed Ctrl and Alt here,
// but we must wait until player *releases at least one mod key* of this combo,
// while no third key was pressed.
// In other words, such action should only trigger if:
// * if combination of held down mod-keys was gathered,
// * if no other key was pressed meanwhile,
// * if at least one of those gathered mod-keys was released.
//
// TODO: maybe split this mod handling into sep procedure and make it easier to use (not that it's used a lot)?
// First, check mods
const int cur_mod = make_merged_mod(key_evt.kbd.flags);
// If shifts combination have already triggered an action, then do nothing
// until new shifts are empty, in which case reset saved shifts
if (old_key_mod & KEY_MODS_FIRED) {
if (cur_mod == 0)
old_key_mod = 0;
} else {
// If any non-mod key is pressed, add fired flag to indicate that
// this is no longer a pure mod keys combination
if (key_valid && !is_only_mod_key) {
old_key_mod = cur_mod | KEY_MODS_FIRED;
}
// If all the previously registered mods are still pressed,
// then simply resave new mods state.
else if ((old_key_mod & cur_mod) == old_key_mod) {
old_key_mod = cur_mod;
}
// Otherwise some of the mods were released, then run key combo action
// and set KEY_MODS_FIRED flag to prevent multiple execution
else if (old_key_mod) {
// Toggle mouse lock on Ctrl + Alt
if (old_key_mod == (Common::KBD_CTRL | Common::KBD_ALT)) {
toggle_mouse_lock();
handled = true;
}
old_key_mod |= KEY_MODS_FIRED;
}
}
cur_key_mods = cur_mod;
if (!key_valid)
return false; // if there was no key press, finish after handling current mod state
if (handled || (old_keyhandle && is_only_mod_key))
return false; // in backward mode the engine does not react to single mod keys
KeyInput ki = ags_keycode_from_scummvm(key_evt, old_keyhandle);
if (ki.Key == eAGSKeyCodeNone)
return false; // should skip this key event
// Use backward-compatible combined key for special controls
eAGSKeyCode agskey = ki.CompatKey;
// LAlt or RAlt + Enter/Return
if ((cur_mod == Common::KBD_ALT) && agskey == eAGSKeyCodeReturn) {
engine_try_switch_windowed_gfxmode();
return false;
}
// Alt+X, abort (but only once game is loaded)
if ((_G(displayed_room) >= 0) && (agskey == _GP(play).abort_key)) {
Debug::Printf("Abort key pressed");
_G(check_dynamic_sprites_at_exit) = 0;
quit("!|");
}
if ((agskey == eAGSKeyCodeCtrlE) && (_G(display_fps) == kFPS_Forced)) {
// if --fps paramter is used, Ctrl+E will max out frame rate
setTimerFps(isTimerFpsMaxed() ? _G(frames_per_second) : 1000);
return false;
}
// FIXME: review this command! - practically inconvenient
if ((agskey == eAGSKeyCodeCtrlD) && (_GP(play).debug_mode > 0)) {
// ctrl+D - show info
String buffer = String::FromFormat("In room %d %s[Player at %d, %d (view %d, loop %d, frame %d)%s%s%s",
_G(displayed_room), (_G(noWalkBehindsAtAll) ? "(has no walk-behinds)" : ""),
_G(playerchar)->x, _G(playerchar)->y,
_G(playerchar)->view + 1, _G(playerchar)->loop, _G(playerchar)->frame,
(IsGamePaused() == 0) ? "" : "[Game paused.",
(_GP(play).ground_level_areas_disabled == 0) ? "" : "[Ground areas disabled.",
(IsInterfaceEnabled() == 0) ? "[Game in Wait state" : "");
for (uint32_t ff = 0; ff < _G(croom)->numobj; ff++) {
if (ff >= 8) break; // FIXME: measure graphical size instead?
buffer.AppendFmt("[Object %d: (%d,%d) size (%d x %d) on:%d moving:%s animating:%d slot:%d trnsp:%d clkble:%d",
ff, _G(objs)[ff].x, _G(objs)[ff].y,
(_GP(spriteset).DoesSpriteExist(_G(objs)[ff].num) ? _GP(game).SpriteInfos[_G(objs)[ff].num].Width : 0),
(_GP(spriteset).DoesSpriteExist(_G(objs)[ff].num) ? _GP(game).SpriteInfos[_G(objs)[ff].num].Height : 0),
_G(objs)[ff].on,
(_G(objs)[ff].moving > 0) ? "yes" : "no", _G(objs)[ff].cycling,
_G(objs)[ff].num, _G(objs)[ff].transparent,
((_G(objs)[ff].flags & OBJF_NOINTERACT) != 0) ? 0 : 1);
}
DisplayMB(buffer.GetCStr());
int chd = _GP(game).playercharacter;
buffer = "CHARACTERS IN THIS ROOM:[";
for (int ff = 0; ff < _GP(game).numcharacters; ff++) {
if (_GP(game).chars[ff].room != _G(displayed_room)) continue;
if (buffer.GetLength() > 430) { // FIXME: why 430? measure graphical size instead?
buffer.Append("and more...");
DisplayMB(buffer.GetCStr());
buffer = "CHARACTERS IN THIS ROOM (cont'd):[";
}
chd = ff;
buffer.AppendFmt("%s (view/loop/frm:%d,%d,%d x/y/z:%d,%d,%d idleview:%d,time:%d,left:%d walk:%d anim:%d follow:%d flags:%X wait:%d zoom:%d)[",
_GP(game).chars[chd].scrname, _GP(game).chars[chd].view + 1, _GP(game).chars[chd].loop, _GP(game).chars[chd].frame,
_GP(game).chars[chd].x, _GP(game).chars[chd].y, _GP(game).chars[chd].z,
_GP(game).chars[chd].idleview, _GP(game).chars[chd].idletime, _GP(game).chars[chd].idleleft,
_GP(game).chars[chd].walking, _GP(game).chars[chd].animating, _GP(game).chars[chd].following,
_GP(game).chars[chd].flags, _GP(game).chars[chd].wait, _GP(charextra)[chd].zoom);
}
DisplayMB(buffer.GetCStr());
return false;
}
if (((agskey == eAGSKeyCodeCtrlV) && (cur_key_mods & Common::KBD_ALT) != 0)
&& (_GP(play).wait_counter < 1) && (_GP(play).text_overlay_on == 0) && (_G(restrict_until).type == 0)) {
// make sure we can't interrupt a Wait()
// and desync the music to cutscene
_GP(play).debug_mode++;
script_debug(1, 0);
_GP(play).debug_mode--;
return false;
}
// No service operation triggered? return active keypress and mods to caller
out_key = ki;
return true;
}
bool run_service_mb_controls(eAGSMouseButton &mbut, int &mwheelz) {
mbut = ags_mgetbutton();
mwheelz = ags_check_mouse_wheel();
if (mbut == kMouseNone && mwheelz == 0)
return false;
lock_mouse_on_click();
return true;
}
// Runs default keyboard handling
static void check_keyboard_controls() {
const bool old_keyhandle = _GP(game).options[OPT_KEYHANDLEAPI] == 0;
// First check for service engine's combinations (mouse lock, display mode switch, and so forth)
KeyInput ki;
if (!run_service_key_controls(ki)) {
return;
}
// Use backward-compatible combined key for special controls
const eAGSKeyCode agskey = ki.CompatKey;
// Then, check cutscene skip
check_skip_cutscene_keypress(agskey);
if (_GP(play).fast_forward) {
return;
}
if (_GP(play).IsIgnoringInput()) {
return;
}
// Now check for in-game controls
if (pl_run_plugin_hooks(AGSE_KEYPRESS, agskey)) {
// plugin took the keypress
debug_script_log("Keypress code %d taken by plugin", agskey);
return;
}
// skip speech if desired by Speech.SkipStyle
if ((_GP(play).text_overlay_on > 0) && (_GP(play).speech_skip_style & SKIP_KEYPRESS) && !IsAGSServiceKey(ki.Key)) {
// only allow a key to remove the overlay if the icon bar isn't up
if (IsGamePaused() == 0) {
// check if it requires a specific keypress
if ((_GP(play).skip_speech_specific_key == 0) ||
(agskey == _GP(play).skip_speech_specific_key)) {
remove_screen_overlay(_GP(play).text_overlay_on);
_GP(play).SetWaitKeySkip(ki);
}
}
return;
}
if ((_GP(play).wait_counter != 0) && (_GP(play).key_skip_wait & SKIP_KEYPRESS) && !IsAGSServiceKey(ki.Key)) {
_GP(play).SetWaitKeySkip(ki);
return;
}
if (_G(inside_script)) {
// Don't queue up another keypress if it can't be run instantly
debug_script_log("Keypress %d ignored (game blocked)", agskey);
return;
}
int keywasprocessed = 0;
// determine if a GUI Text Box should steal the click
// it should do if a displayable character (32-255) is
// pressed, but exclude control characters (<32) and
// extended keys (eg. up/down arrow; 256+)
if ( (((agskey >= 32) && (agskey <= 255) && (agskey != '[')) ||
(agskey == eAGSKeyCodeReturn) || (agskey == eAGSKeyCodeBackspace))
&& (_G(all_buttons_disabled) < 0)) {
for (int guiIndex = 0; guiIndex < _GP(game).numgui; guiIndex++) {
auto &gui = _GP(guis)[guiIndex];
if (!gui.IsDisplayed()) continue;
for (int controlIndex = 0; controlIndex < gui.GetControlCount(); controlIndex++) {
// not a text box, ignore it
if (gui.GetControlType(controlIndex) != kGUITextBox) {
continue;
}
auto *guitex = static_cast<GUITextBox *>(gui.GetControl(controlIndex));
if (guitex == nullptr) {
continue;
}
// if the text box is disabled, it cannot accept keypresses
if (!guitex->IsEnabled()) {
continue;
}
if (!guitex->IsVisible()) {
continue;
}
keywasprocessed = 1;
guitex->OnKeyPress(ki);
if (guitex->IsActivated) {
guitex->IsActivated = false;
setevent(EV_IFACECLICK, guiIndex, controlIndex, 1);
}
}
}
}
// Built-in key-presses
if (agskey == _GP(usetup).key_save_game) {
do_save_game_dialog();
return;
} else if (agskey == _GP(usetup).key_restore_game) {
do_restore_game_dialog();
return;
}
if (!keywasprocessed) {
const int sckey = AGSKeyToScriptKey(ki.Key);
const int sckeymod = ki.Mod;
if (old_keyhandle || (ki.UChar == 0)) {
debug_script_log("Running on_key_press keycode %d, mod %d", sckey, sckeymod);
setevent(EV_TEXTSCRIPT, kTS_KeyPress, sckey, sckeymod);
}
if (!old_keyhandle && (ki.UChar > 0)) {
debug_script_log("Running on_text_input char %s (%d)", ki.Text, ki.UChar);
setevent(EV_TEXTSCRIPT, kTS_TextInput, ki.UChar);
}
}
}
// check_controls: checks mouse & keyboard interface
static void check_controls() {
set_our_eip(1007);
sys_evt_process_pending();
check_mouse_controls();
// Handle all the buffered key events
while (ags_keyevent_ready())
check_keyboard_controls();
}
static void check_room_edges(size_t numevents_was) {
if ((IsInterfaceEnabled()) && (IsGamePaused() == 0) &&
(_G(in_new_room) == 0) && (_G(new_room_was) == 0)) {
// Only allow walking off edges if not in wait mode, and
// if not in Player Enters Screen (allow walking in from off-screen)
int edgesActivated[4] = { 0, 0, 0, 0 };
// Only do it if nothing else has happened (eg. mouseclick)
if ((_GP(events).size() == numevents_was) &&
((_GP(play).ground_level_areas_disabled & GLED_INTERACTION) == 0)) {
if (_G(playerchar)->x <= _GP(thisroom).Edges.Left)
edgesActivated[0] = 1;
else if (_G(playerchar)->x >= _GP(thisroom).Edges.Right)
edgesActivated[1] = 1;
if (_G(playerchar)->y >= _GP(thisroom).Edges.Bottom)
edgesActivated[2] = 1;
else if (_G(playerchar)->y <= _GP(thisroom).Edges.Top)
edgesActivated[3] = 1;
if ((_GP(play).entered_edge >= 0) && (_GP(play).entered_edge <= 3)) {
// once the player is no longer outside the edge, forget the stored edge
if (edgesActivated[_GP(play).entered_edge] == 0)
_GP(play).entered_edge = -10;
// if we are walking in from off-screen, don't activate edges
else
edgesActivated[_GP(play).entered_edge] = 0;
}
for (int ii = 0; ii < 4; ii++) {
if (edgesActivated[ii])
setevent(EV_RUNEVBLOCK, EVB_ROOM, 0, ii);
}
}
}
set_our_eip(1008);
}
static void game_loop_check_controls(bool checkControls) {
// don't let the player do anything before the screen fades in
if ((_G(in_new_room) == 0) && (checkControls)) {
int inRoom = _G(displayed_room);
size_t numevents_was = _GP(events).size();
check_controls();
check_room_edges(numevents_was);
if (_G(abort_engine))
return;
// If an inventory interaction changed the room
if (inRoom != _G(displayed_room))
check_new_room();
}
}
static void game_loop_do_update() {
if (_G(debug_flags) & DBG_NOUPDATE);
else if (_G(game_paused) == 0) update_stuff();
}
static void game_loop_update_animated_buttons() {
// update animating GUI buttons
// this bit isn't in update_stuff because it always needs to
// happen, even when the game is paused
for (size_t i = 0; i < GetAnimatingButtonCount(); ++i) {
if (!UpdateAnimatingButton(i)) {
StopButtonAnimation(i);
i--;
}
}
}
static void update_objects_scale() {
for (uint32_t objid = 0; objid < _G(croom)->numobj; ++objid) {
update_object_scale(objid);
}
for (int charid = 0; charid < _GP(game).numcharacters; ++charid) {
update_character_scale(charid);
}
}
// Updates GUI reaction to the cursor position change
// TODO: possibly may be merged with gui_on_mouse_move()
static void update_cursor_over_gui() {
if (((_G(debug_flags) & DBG_NOIFACE) != 0) || (_G(displayed_room) < 0))
return; // GUI is disabled (debug flag) or room is not loaded
if (!IsInterfaceEnabled())
return; // interface is disabled (by script or blocking action)
// Poll guis
for (auto &gui : _GP(guis)) {
if (!gui.IsDisplayed())
continue; // not on screen
// Don't touch GUI if "GUIs Turn Off When Disabled"
if ((_GP(game).options[OPT_DISABLEOFF] == kGuiDis_Off) &&
(_G(all_buttons_disabled) >= 0) &&
(gui.PopupStyle != kGUIPopupNoAutoRemove))
continue;
gui.Poll(_G(mousex), _G(mousey));
}
}
static void update_cursor_view() {
// update animating mouse cursor
if (_GP(game).mcurs[_G(cur_cursor)].view >= 0) {
// only on mousemove, and it's not moving
if (((_GP(game).mcurs[_G(cur_cursor)].flags & MCF_ANIMMOVE) != 0) &&
(_G(mousex) == _G(lastmx)) && (_G(mousey) == _G(lastmy)))
;
// only on hotspot, and it's not on one
else if (((_GP(game).mcurs[_G(cur_cursor)].flags & MCF_HOTSPOT) != 0) &&
(GetLocationType(game_to_data_coord(_G(mousex)), game_to_data_coord(_G(mousey))) == 0))
set_new_cursor_graphic(_GP(game).mcurs[_G(cur_cursor)].pic);
else if (_G(mouse_delay) > 0)
_G(mouse_delay)--;
else {
int viewnum = _GP(game).mcurs[_G(cur_cursor)].view;
int loopnum = 0;
if (loopnum >= _GP(views)[viewnum].numLoops)
quitprintf("An animating mouse cursor is using view %d which has no loops", viewnum + 1);
if (_GP(views)[viewnum].loops[loopnum].numFrames < 1)
quitprintf("An animating mouse cursor is using view %d which has no frames in loop %d", viewnum + 1, loopnum);
_G(mouse_frame)++;
if (_G(mouse_frame) >= _GP(views)[viewnum].loops[loopnum].numFrames)
_G(mouse_frame) = 0;
set_new_cursor_graphic(_GP(views)[viewnum].loops[loopnum].frames[_G(mouse_frame)].pic);
_G(mouse_delay) = _GP(views)[viewnum].loops[loopnum].frames[_G(mouse_frame)].speed + _GP(game).mcurs[_G(cur_cursor)].animdelay;
CheckViewFrame(viewnum, loopnum, _G(mouse_frame));
}
_G(lastmx) = _G(mousex);
_G(lastmy) = _G(mousey);
}
}
static void update_cursor_over_location(int mwasatx, int mwasaty) {
if (_GP(play).fast_forward)
return;
if (_G(displayed_room) < 0)
return;
// Check Mouse Moves Over Hotspot event
auto view = _GP(play).GetRoomViewportAt(_G(mousex), _G(mousey));
auto cam = view ? view->GetCamera() : nullptr;
if (!cam)
return;
// NOTE: all cameras are in same room right now, so their positions are in same coordinate system;
// therefore we may use this as an indication that mouse is over different camera too.
// TODO: do not use static variables!
// TODO: if we support rotation then we also need to compare full transform!
static int offsetxWas = -1000, offsetyWas = -1000;
int offsetx = cam->GetRect().Left;
int offsety = cam->GetRect().Top;
if (((mwasatx != _G(mousex)) || (mwasaty != _G(mousey)) ||
(offsetxWas != offsetx) || (offsetyWas != offsety))) {
// mouse moves over hotspot
if (__GetLocationType(game_to_data_coord(_G(mousex)), game_to_data_coord(_G(mousey)), 1) == LOCTYPE_HOTSPOT) {
int onhs = _G(getloctype_index);
setevent(EV_RUNEVBLOCK, EVB_HOTSPOT, onhs, EVHOT_MOUSEOVER);
}
}
offsetxWas = offsetx;
offsetyWas = offsety;
}
static void game_loop_update_events() {
_G(new_room_was) = _G(in_new_room);
if (_G(in_new_room) > 0)
setevent(EV_FADEIN, 0, 0, 0);
_G(in_new_room) = 0;
processallevents();
if (!_G(abort_engine) && (_G(new_room_was) > 0) && (_G(in_new_room) == 0)) {
// if in a new room, and the room wasn't just changed again in update_events,
// then queue the Enters Screen scripts
// run these next time round, when it's faded in
if (_G(new_room_was) == 2) // first time enters screen
setevent(EV_RUNEVBLOCK, EVB_ROOM, 0, EVROM_FIRSTENTER);
if (_G(new_room_was) != 3) // enters screen after fadein
setevent(EV_RUNEVBLOCK, EVB_ROOM, 0, EVROM_AFTERFADEIN);
}
}
static void game_loop_update_background_animation() {
if (_GP(play).bg_anim_delay > 0) _GP(play).bg_anim_delay--;
else if (_GP(play).bg_frame_locked);
else {
_GP(play).bg_anim_delay = _GP(play).anim_background_speed;
_GP(play).bg_frame++;
if ((size_t)_GP(play).bg_frame >= _GP(thisroom).BgFrameCount)
_GP(play).bg_frame = 0;
if (_GP(thisroom).BgFrameCount >= 2) {
// get the new frame's palette
on_background_frame_change();
}
}
}
static void game_loop_update_loop_counter() {
_G(loopcounter)++;
if (_GP(play).wait_counter > 0) _GP(play).wait_counter--;
if (_GP(play).shakesc_length > 0) _GP(play).shakesc_length--;
if (_G(loopcounter) % 5 == 0) {
update_ambient_sound_vol();
update_directional_sound_vol();
}
}
static void game_loop_update_fps() {
auto t2 = AGS_Clock::now();
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(t2 - _G(t1));
auto frames = _G(loopcounter) - _G(lastcounter);
if (duration >= std::chrono::milliseconds(1000) && frames > 0) {
_G(fps) = 1000.0f * frames / duration.count();
_G(t1) = t2;
_G(lastcounter) = _G(loopcounter);
}
}
float get_game_fps() {
// if we have maxed out framerate then return the frame rate we're seeing instead
// fps must be greater that 0 or some timings will take forever.
if (isTimerFpsMaxed() && _G(fps) > 0.0f) {
return _G(fps);
}
return _G(frames_per_second);
}
float get_real_fps() {
return _G(fps);
}
void set_loop_counter(unsigned int new_counter) {
_G(loopcounter) = new_counter;
_G(t1) = AGS_Clock::now();
_G(lastcounter) = _G(loopcounter);
_G(fps) = std::numeric_limits<float>::quiet_NaN();
}
void UpdateGameOnce(bool checkControls, IDriverDependantBitmap *extraBitmap, int extraX, int extraY) {
int res;
sys_evt_process_pending();
_G(numEventsAtStartOfFunction) = _GP(events).size();
if (_G(want_exit)) {
ProperExit();
}
ccNotifyScriptStillAlive();
set_our_eip(1);
game_loop_check_problems_at_start();
// if we're not fading in, don't count the fadeouts
if ((_GP(play).no_hicolor_fadein) && (_GP(game).options[OPT_FADETYPE] == FADE_NORMAL))
_GP(play).screen_is_faded_out = 0;
set_our_eip(1014);
update_gui_disabled_status();
set_our_eip(1004);
game_loop_do_early_script_update();
// run this immediately to make sure it gets done before fade-in
// (player enters screen)
check_new_room();
if (_G(abort_engine))
return;
set_our_eip(1005);
res = game_loop_check_ground_level_interactions();
if (res != RETURN_CONTINUE) {
return;
}
_G(mouse_on_iface) = -1;
check_debug_keys();
// Handle player's input
// remember old mouse pos, needed for update_cursor_over_location() later
const int mwasatx = _G(mousex), mwasaty = _G(mousey);
// update mouse position (mousex, mousey)
ags_domouse();
// update gui under mouse; this also updates gui control focus;
// atm we must call this before "check_controls", because GUI interaction
// relies on remembering which control was focused by the cursor prior
update_cursor_over_gui();
// handle actual input (keys, mouse, and so forth)
game_loop_check_controls(checkControls);
if (_G(abort_engine))
return;
set_our_eip(2);
// do the overall game state update
game_loop_do_update();
game_loop_update_animated_buttons();
game_loop_do_late_script_update();
// historically room object and character scaling was updated
// right before the drawing
update_objects_scale();
update_cursor_over_location(mwasatx, mwasaty);
update_cursor_view();
update_audio_system_on_game_loop();
// Only render if we are not skipping a cutscene
if (!_GP(play).fast_forward)
render_graphics(extraBitmap, extraX, extraY);
set_our_eip(6);
game_loop_update_events();
if (_G(abort_engine))
return;
set_our_eip(7);
update_polled_stuff();
if (_G(abort_engine))
return;
game_loop_update_background_animation();
game_loop_update_loop_counter();
// Immediately start the next frame if we are skipping a cutscene
if (_GP(play).fast_forward)
return;
set_our_eip(72);
game_loop_update_fps();
update_polled_stuff();
if (_G(abort_engine))
return;
WaitForNextFrame();
}
void UpdateGameAudioOnly() {
update_audio_system_on_game_loop();
game_loop_update_loop_counter();
game_loop_update_fps();
WaitForNextFrame();
}
static void UpdateMouseOverLocation() {
// Call GetLocationName - it will internally force a GUI refresh
// if the result it returns has changed from last time
char tempo[STD_BUFFER_SIZE];
GetLocationName(game_to_data_coord(_G(mousex)), game_to_data_coord(_G(mousey)), tempo);
if ((_GP(play).get_loc_name_save_cursor >= 0) &&
(_GP(play).get_loc_name_save_cursor != _GP(play).get_loc_name_last_time) &&
(_G(mouse_on_iface) < 0) && (_G(ifacepopped) < 0)) {
// we have saved the cursor, but the mouse location has changed
// and it's time to restore it
_GP(play).get_loc_name_save_cursor = -1;
set_cursor_mode(_GP(play).restore_cursor_mode_to);
if (_G(cur_mode) == _GP(play).restore_cursor_mode_to) {
// make sure it changed -- the new mode might have been disabled
// in which case don't change the image
set_mouse_cursor(_GP(play).restore_cursor_image_to);
}
debug_script_log("Restore mouse to mode %d cursor %d", _GP(play).restore_cursor_mode_to, _GP(play).restore_cursor_image_to);
}
}
// Checks if user interface should remain disabled for now
static bool ShouldStayInWaitMode() {
if (_G(restrict_until).type == 0)
quit("end_wait_loop called but game not in loop_until state");
switch (_G(restrict_until).type) {
case UNTIL_MOVEEND: {
const short *wkptr = (const short *)_G(restrict_until).data_ptr;
return !(wkptr[0] < 1);
}
case UNTIL_CHARIS0: {
const char *chptr = (const char *)_G(restrict_until).data_ptr;
return !(chptr[0] == 0);
}
case UNTIL_NEGATIVE: {
const short *wkptr = (const short *)_G(restrict_until).data_ptr;
return !(wkptr[0] < 0);
}
case UNTIL_INTISNEG: {
const int *wkptr = (const int *)_G(restrict_until).data_ptr;
return !(wkptr[0] < 0);
}
case UNTIL_NOOVERLAY: {
return !(_GP(play).text_overlay_on == 0);
}
case UNTIL_INTIS0: {
const int *wkptr = (const int *)_G(restrict_until).data_ptr;
return !(wkptr[0] == 0);
}
case UNTIL_SHORTIS0: {
const short *wkptr = (const short *)_G(restrict_until).data_ptr;
return !(wkptr[0] == 0);
}
case UNTIL_ANIMBTNEND: {
// still animating?
return FindButtonAnimation(_G(restrict_until).data1, _G(restrict_until).data2) >= 0;
}
default:
quit("loop_until: unknown until event");
}
return true; // should stay in wait
}
static int UpdateWaitMode() {
if (_G(restrict_until).type == 0) {
return RETURN_CONTINUE;
}
if (!ShouldStayInWaitMode())
_G(restrict_until).type = 0;
set_our_eip(77);
if (_G(restrict_until).type > 0) {
return RETURN_CONTINUE;
}
auto was_disabled_for = _G(restrict_until).disabled_for;
set_default_cursor();
// If GUI looks change when disabled, then mark all of them for redraw
GUI::MarkAllGUIForUpdate(GUI::Options.DisabledStyle != kGuiDis_Unchanged, true);
_GP(play).disabled_user_interface--;
_G(restrict_until).disabled_for = 0;
switch (was_disabled_for) {
// case FOR_ANIMATION:
// run_animation((FullAnimation*)user_disabled_data2,user_disabled_data3);
// break;
case FOR_EXITLOOP:
return -1;
case FOR_SCRIPT:
quit("err: for_script obsolete (v2.1 and earlier only)");
break;
default:
quit("Unknown user_disabled_for in end _G(restrict_until)");
}
// we shouldn't get here.
return RETURN_CONTINUE;
}
// Run single game iteration; calls UpdateGameOnce() internally
static int GameTick() {
if (_G(displayed_room) < 0)
quit("!A blocking function was called before the first room has been loaded");
UpdateGameOnce(true);
if (_G(abort_engine))
return -1;
UpdateMouseOverLocation();
set_our_eip(76);
int res = UpdateWaitMode();
if (res == RETURN_CONTINUE) {
return 0;
} // continue looping
return res;
}
static void SetupLoopParameters(int untilwhat, const void *data_ptr = nullptr, int data1 = 0, int data2 = 0) {
_GP(play).disabled_user_interface++;
// If GUI looks change when disabled, then mark all of them for redraw
GUI::MarkAllGUIForUpdate(GUI::Options.DisabledStyle != kGuiDis_Unchanged, true);
// Only change the mouse cursor if it hasn't been specifically changed first
// (or if it's speech, always change it)
if (((_G(cur_cursor) == _G(cur_mode)) || (untilwhat == UNTIL_NOOVERLAY)) &&
(_G(cur_mode) != CURS_WAIT))
set_mouse_cursor(CURS_WAIT);
_G(restrict_until).type = untilwhat;
_G(restrict_until).data_ptr = data_ptr;
_G(restrict_until).data1 = data1;
_G(restrict_until).data2 = data2;
_G(restrict_until).disabled_for = FOR_EXITLOOP;
}
// This function is called from lot of various functions
// in the game core, character, room object etc
static void GameLoopUntilEvent(int untilwhat, const void *data_ptr = nullptr, int data1 = 0, int data2 = 0) {
// blocking cutscene - end skipping
EndSkippingUntilCharStops();
// this function can get called in a nested context, so
// remember the state of these vars in case a higher level
// call needs them
auto cached_restrict_until = _G(restrict_until);
SetupLoopParameters(untilwhat, data_ptr, data1, data2);
while (GameTick() == 0);
set_our_eip(78);
_G(restrict_until) = cached_restrict_until;
}
void GameLoopUntilValueIsZero(const int8 *value) {
GameLoopUntilEvent(UNTIL_CHARIS0, value);
}
void GameLoopUntilValueIsZero(const short *value) {
GameLoopUntilEvent(UNTIL_SHORTIS0, value);
}
void GameLoopUntilValueIsZero(const int *value) {
GameLoopUntilEvent(UNTIL_INTIS0, value);
}
void GameLoopUntilValueIsZeroOrLess(const short *value) {
GameLoopUntilEvent(UNTIL_MOVEEND, value);
}
void GameLoopUntilValueIsNegative(const short *value) {
GameLoopUntilEvent(UNTIL_NEGATIVE, value);
}
void GameLoopUntilValueIsNegative(const int *value) {
GameLoopUntilEvent(UNTIL_INTISNEG, value);
}
void GameLoopUntilNotMoving(const short *move) {
GameLoopUntilEvent(UNTIL_MOVEEND, move);
}
void GameLoopUntilNoOverlay() {
GameLoopUntilEvent(UNTIL_NOOVERLAY);
}
void GameLoopUntilButAnimEnd(int guin, int objn) {
GameLoopUntilEvent(UNTIL_ANIMBTNEND, nullptr, guin, objn);
}
void RunGameUntilAborted() {
// skip ticks to account for time spent starting game.
skipMissedTicks();
while (!_G(abort_engine)) {
GameTick();
if (_G(load_new_game)) {
RunAGSGame(nullptr, _G(load_new_game), 0);
_G(load_new_game) = 0;
}
}
}
void UpdateCursorAndDrawables() {
const int mwasatx = _G(mousex), mwasaty = _G(mousey);
ags_domouse();
update_cursor_over_gui();
update_cursor_over_location(mwasatx, mwasaty);
update_cursor_view();
// TODO: following does not have to be called every frame while in a
// fully blocking state (like Display() func), refactor to only call it
// once the blocking state begins.
update_objects_scale();
}
void SyncDrawablesState() {
// TODO: there's likely more things that could've be done here
update_objects_scale();
}
void update_polled_stuff() {
::AGS::g_events->pollEvents();
if (_G(want_exit)) {
_G(want_exit) = false;
quit("||exit!");
} else if (_G(editor_debugging_initialized))
check_for_messages_from_debugger();
}
} // namespace AGS3