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https://github.com/scummvm/scummvm.git
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554 lines
19 KiB
C++
554 lines
19 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "director/director.h"
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#include "director/debugger.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/castmember/castmember.h"
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#include "director/channel.h"
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#include "director/frame.h"
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#include "director/movie.h"
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#include "director/score.h"
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#include "director/sprite.h"
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#include "director/types.h"
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#include "director/window.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" }, // D5
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{ kEventDeactivateWindow, "deactivateWindow" }, // D5
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{ kEventMoveWindow, "moveWindow" }, // D5
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{ kEventResizeWindow, "resizeWindow" }, // D5
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{ kEventOpenWindow, "openWindow" }, // D5
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{ kEventCloseWindow, "closeWindow" }, // D5
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{ kEventZoomWindow, "zoomWindow" }, // D5
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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" }, // D5
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{ kEventRightMouseUp, "rightMouseUp" }, // D5
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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, nullptr }
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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 kEventExitFrame:
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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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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->replaceCode(code, kEventScript, event);
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}
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void Movie::resolveScriptEvent(LingoEvent &event) {
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// Resolve the script details of an event.
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// This must be done at execution time, as it relies on
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// e.g. the current frame, the current arrangement of sprites...
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uint16 spriteId = 0;
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if (event.mousePos != Common::Point(-1, -1)) {
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// Fetch the sprite underneath the mouse cursor.
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// D3 doesn't have both mouse up and down.
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// But we still want to know if the mouse is down for press effects.
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// Since we don't have mouse up and down before D3, then we use ActiveSprite
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if (g_director->getVersion() < 400)
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spriteId = _score->getActiveSpriteIDFromPos(event.mousePos);
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else
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spriteId = _score->getMouseSpriteIDFromPos(event.mousePos);
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_currentActiveSpriteId = _score->getActiveSpriteIDFromPos(event.mousePos); // the clickOn
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_currentMouseSpriteId = _score->getMouseSpriteIDFromPos(event.mousePos);
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}
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event.channelId = spriteId;
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// mouseDown/mouseUp events will have one of each of the source types queued.
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// run these steps at the very beginning (i.e. before the first source type).
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if (event.eventHandlerSourceType == kPrimaryHandler) {
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if (event.event == kEventMouseDown) {
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if (!spriteId && _isBeepOn) {
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g_lingo->func_beep(1);
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}
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if (spriteId > 0) {
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if (_score->_channels[spriteId]->_sprite->shouldHilite()) {
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_currentHiliteChannelId = spriteId;
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g_director->_wm->_hilitingWidget = true;
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g_director->getCurrentWindow()->setDirty(true);
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g_director->getCurrentWindow()->addDirtyRect(_score->_channels[_currentHiliteChannelId]->getBbox());
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}
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CastMember *cast = getCastMember(_score->_channels[spriteId]->_sprite->_castId);
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if (cast && cast->_type == kCastButton)
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_mouseDownWasInButton = true;
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if (_score->_channels[spriteId]->_sprite->_moveable) {
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_draggingSpriteOffset = _score->_channels[spriteId]->getPosition() - event.mousePos;
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_currentDraggedChannel = _score->_channels[spriteId];
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}
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// In the case of clicking the mouse, it is possible for a mouseDown action to
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// change the cast member underneath. on mouseUp should always load the cast
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// script for the original cast member, not the new one.
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_currentMouseDownCastID = _score->_channels[spriteId]->_sprite->_castId;
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} else {
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_currentHiliteChannelId = 0;
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_mouseDownWasInButton = false;
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_draggingSpriteOffset = Common::Point(0, 0);
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_currentDraggedChannel = nullptr;
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_currentMouseDownCastID = CastMemberID();
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}
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} else if (event.event == kEventMouseUp) {
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if (_currentHiliteChannelId && _score->_channels[_currentHiliteChannelId]) {
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g_director->getCurrentWindow()->setDirty(true);
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g_director->getCurrentWindow()->addDirtyRect(_score->_channels[_currentHiliteChannelId]->getBbox());
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}
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g_director->_wm->_hilitingWidget = false;
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_currentDraggedChannel = nullptr;
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// If this is a button cast member, and the last mouse down event was in a button
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// (any button), flip this button's hilite flag.
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// Now you might think, "Wait, we don't flip this flag in the mouseDown event.
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// And why any button??? This doesn't make any sense."
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// No, it doesn't make sense, but it's what Director does.
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if (_mouseDownWasInButton && spriteId) {
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CastMember *cast = getCastMember(_score->_channels[spriteId]->_sprite->_castId);
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if (cast && cast->_type == kCastButton)
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cast->_hilite = !cast->_hilite;
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}
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_currentHiliteChannelId = 0;
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_mouseDownWasInButton = false;
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g_director->loadSlowdownCooloff();
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}
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}
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switch (event.eventHandlerSourceType) {
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case kPrimaryHandler:
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// Run the primary event handler.
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// Note that this isn't a "real" cast member ID, it's just the enum
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// of the type of event, so it can be crammed into the script context
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// index. kEventScript is a script type reserved for the primary event
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// handlers (e.g. the mouseDownScript, the mouseUpScript), so there will
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// be no collision with script cast members like ScoreScripts.
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{
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CastMemberID scriptId(event.event, DEFAULT_CAST_LIB);
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if (getScriptContext(kEventScript, scriptId)) {
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event.event = kEventGeneric;
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event.scriptType = kEventScript;
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event.scriptId = scriptId;
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}
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}
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break;
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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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case kSpriteHandler:
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{
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if (!spriteId)
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return;
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Frame *currentFrame = _score->_currentFrame;
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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 && sprite->_scriptId.member) {
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ScriptContext *script = getScriptContext(kScoreScript, sprite->_scriptId);
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if (script) {
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if (script->_eventHandlers.contains(event.event)) {
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// D4-style event handler
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event.scriptType = kScoreScript;
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event.scriptId = sprite->_scriptId;
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} else if (script->_eventHandlers.contains(kEventGeneric)) {
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// D3-style sprite script, 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.event == kEventMouseDown && sprite->_immediate) || (event.event == kEventMouseUp && !sprite->_immediate)) {
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event.event = kEventGeneric;
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event.scriptType = kScoreScript;
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event.scriptId = sprite->_scriptId;
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}
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return; // FIXME: Do not execute the cast script if there is a D3-style sprite script
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}
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}
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}
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}
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break;
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case kCastHandler:
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{
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// Cast script
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// A strange quirk; if we're in a mouseDown event, Director will test
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// at runtime to find out whatever is under the mouse and use that.
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// If we're in a mouseUp event, Director will use whatever was
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// discovered -at the very beginning- of the mouseDown event chain.
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// This means e.g. the cast member can be swapped out from underneath in
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// the mouseDown sprite script and the event passed down, which
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// will mean the old cast member cast script does not get a mouseDown
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// call, but it -does- get a mouseUp call.
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// A bit unhinged, but we have a test that proves Director does this,
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// so we have to do it too.
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CastMemberID targetCast = _currentMouseDownCastID;
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if (event.event == kEventMouseDown) {
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if (!spriteId)
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return;
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Sprite *sprite = _score->getSpriteById(spriteId);
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targetCast = sprite->_castId;
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}
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ScriptContext *script = getScriptContext(kCastScript, targetCast);
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if (script && script->_eventHandlers.contains(event.event)) {
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event.scriptType = kCastScript;
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event.scriptId = targetCast;
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}
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}
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break;
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case kFrameHandler:
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{
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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 (_score->_currentFrame == nullptr)
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return;
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CastMemberID scriptId = _score->_currentFrame->_mainChannels.actionId;
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if (!scriptId.member)
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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 (script->_eventHandlers.contains(event.event)) {
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event.scriptType = kScoreScript;
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event.scriptId = scriptId;
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return;
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}
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// Scopeless statements (ie one lined lingo commands) are executed at exitFrame
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// A score script can have both scopeless and scoped lingo. (eg. porting from D3.1 to D4)
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// In the event of both being specified in the ScoreScript, the scopeless handler is ignored.
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if (event.event == kEventExitFrame && script->_eventHandlers.contains(kEventGeneric) &&
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!(script->_eventHandlers.contains(kEventExitFrame) || script->_eventHandlers.contains(kEventEnterFrame))) {
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event.event = kEventGeneric;
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event.scriptType = kScoreScript;
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event.scriptId = scriptId;
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}
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}
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break;
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case kMovieHandler:
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{
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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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// Movie scripts are fixed, so it's fine to look them up in advance.
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for (auto &cast : _casts) {
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LingoArchive *archive = cast._value->_lingoArchive;
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for (auto &it : archive->scriptContexts[kMovieScript]) {
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if (it._value->_eventHandlers.contains(event.event)) {
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event.scriptType = kMovieScript;
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event.scriptId = CastMemberID(it._key, cast._key);
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return;
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}
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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 (auto &it : sharedArchive->scriptContexts[kMovieScript]) {
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if (it._value->_eventHandlers.contains(event.event)) {
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event.scriptType = kMovieScript;
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event.scriptId = CastMemberID(it._key, DEFAULT_CAST_LIB);
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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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break;
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default:
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break;
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}
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}
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void Movie::queueEvent(Common::Queue<LingoEvent> &queue, LEvent event, int targetId, Common::Point pos) {
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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 = queue.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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{
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// Queue a call to the the primary event handler.
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// As per above, by default this will pass through to any subsequent handlers,
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// unless the script calls "dontPassEvent".
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queue.push(LingoEvent(event, eventId, kPrimaryHandler, true, pos));
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}
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break;
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case kEventMenuCallback:
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{
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CastMemberID scriptID = CastMemberID(targetId, DEFAULT_CAST_LIB);
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if (getScriptContext(kEventScript, scriptID)) {
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queue.push(LingoEvent(kEventGeneric, eventId, kEventScript, true, scriptID, pos));
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}
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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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queue.push(LingoEvent(event, eventId, kSpriteHandler, false, pos));
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queue.push(LingoEvent(event, eventId, kCastHandler, false, pos));
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break;
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case kEventExitFrame:
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queue.push(LingoEvent(event, eventId, kFrameHandler, false, pos));
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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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queue.push(LingoEvent(event, eventId, kMovieHandler, false, pos));
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break;
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// no-op; only handled by the primary event handler above
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// empty case avoids them generating logs from the default
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// unhandled event case below.
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case kEventKeyUp:
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case kEventKeyDown:
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case kEventTimeout:
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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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queue.push(LingoEvent(event, eventId, kSpriteHandler, false, pos));
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queue.push(LingoEvent(event, eventId, kCastHandler, false, pos));
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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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case kEventTimeout:
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queue.push(LingoEvent(event, eventId, kFrameHandler, false, pos));
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// fall through
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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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case kEventPrepareMovie:
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queue.push(LingoEvent(event, eventId, kMovieHandler, false, pos));
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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 == queue.size()) {
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debugC(9, kDebugEvents, "Lingo::queueEvent(%s): no event handler", _lingo->_eventHandlerTypes[event]);
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}
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}
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void Movie::queueInputEvent(LEvent event, int targetId, Common::Point pos) {
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queueEvent(_inputEventQueue, event, targetId, pos);
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}
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void Movie::processEvent(LEvent event, int targetId) {
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Common::Queue<LingoEvent> queue;
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queueEvent(queue, event, targetId);
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_vm->setCurrentWindow(this->getWindow());
|
|
_lingo->processEvents(queue, false);
|
|
}
|
|
|
|
void Lingo::processEvents(Common::Queue<LingoEvent> &queue, bool isInputEvent) {
|
|
if (isInputEvent && _currentInputEvent.type != VOIDSYM) {
|
|
// only one input event should be in flight at a time.
|
|
return;
|
|
}
|
|
int lastEventId = -1;
|
|
Movie *movie = _vm->getCurrentMovie();
|
|
Score *sc = movie->getScore();
|
|
|
|
while (!queue.empty()) {
|
|
LingoEvent el = queue.pop();
|
|
|
|
if (sc->_playState == kPlayStopped && el.event != kEventStopMovie)
|
|
continue;
|
|
|
|
// fetch the sprite ID, script ID to call, etc if not present.
|
|
movie->resolveScriptEvent(el);
|
|
|
|
if (el.scriptType == kNoneScript) {
|
|
debugC(9, kDebugEvents, "Lingo::processEvents: no matching script for event (%s, %s, %s, %d), continuing",
|
|
_eventHandlerTypes[el.event], scriptType2str(el.scriptType), el.scriptId.asString().c_str(), el.channelId
|
|
);
|
|
continue;
|
|
}
|
|
|
|
if (lastEventId == el.eventId && !_passEvent) {
|
|
debugC(5, kDebugEvents, "Lingo::processEvents: swallowed event (%s, %s, %s, %d) because _passEvent was false",
|
|
_eventHandlerTypes[el.event], scriptType2str(el.scriptType), el.scriptId.asString().c_str(), el.channelId
|
|
);
|
|
continue;
|
|
}
|
|
|
|
_passEvent = el.passByDefault;
|
|
|
|
debugC(5, kDebugEvents, "Lingo::processEvents: starting event script (%s, %s, %s, %d)",
|
|
_eventHandlerTypes[el.event], scriptType2str(el.scriptType), el.scriptId.asString().c_str(), el.channelId
|
|
);
|
|
bool completed = processEvent(el.event, el.scriptType, el.scriptId, el.channelId);
|
|
|
|
if (isInputEvent && !completed) {
|
|
debugC(5, kDebugEvents, "Lingo::processEvents: context frozen on an input event, stopping");
|
|
LingoState *state = g_director->getCurrentWindow()->getLastFrozenLingoState();
|
|
if (state) {
|
|
_currentInputEvent = state->callstack.front()->sp;
|
|
}
|
|
break;
|
|
}
|
|
lastEventId = el.eventId;
|
|
}
|
|
}
|
|
|
|
bool Lingo::processEvent(LEvent event, ScriptType st, CastMemberID 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, %s): executing event handler", _eventHandlerTypes[event], scriptType2str(st), scriptId.asString().c_str());
|
|
g_debugger->eventHook(event);
|
|
LC::call(script->_eventHandlers[event], 0, false);
|
|
return execute();
|
|
} else {
|
|
debugC(9, kDebugEvents, "Lingo::processEvent(%s, %s, %s): no handler", _eventHandlerTypes[event], scriptType2str(st), scriptId.asString().c_str());
|
|
}
|
|
return true;
|
|
}
|
|
|
|
} // End of namespace Director
|