scummvm/engines/director/lingo/lingo-events.cpp
2025-02-04 15:24:17 +01:00

554 lines
19 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/>.
*
*/
#include "director/director.h"
#include "director/debugger.h"
#include "director/lingo/lingo.h"
#include "director/lingo/lingo-code.h"
#include "director/lingo/lingo-object.h"
#include "director/cast.h"
#include "director/castmember/castmember.h"
#include "director/channel.h"
#include "director/frame.h"
#include "director/movie.h"
#include "director/score.h"
#include "director/sprite.h"
#include "director/types.h"
#include "director/window.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" }, // D5
{ kEventDeactivateWindow, "deactivateWindow" }, // D5
{ kEventMoveWindow, "moveWindow" }, // D5
{ kEventResizeWindow, "resizeWindow" }, // D5
{ kEventOpenWindow, "openWindow" }, // D5
{ kEventCloseWindow, "closeWindow" }, // D5
{ kEventZoomWindow, "zoomWindow" }, // D5
{ kEventKeyUp, "keyUp" }, // D4
{ kEventKeyDown, "keyDown" }, // D2 w D4 (as when from D2)
{ kEventMouseUp, "mouseUp" }, // D2 w D3
{ kEventMouseDown, "mouseDown" }, // D2 w D3
{ kEventRightMouseDown, "rightMouseDown" }, // D5
{ kEventRightMouseUp, "rightMouseUp" }, // D5
{ kEventMouseEnter, "mouseEnter" },
{ kEventMouseLeave, "mouseLeave" },
{ kEventMouseUpOutSide, "mouseUpOutSide" },
{ kEventMouseWithin, "mouseWithin" },
{ kEventTimeout, "timeout" }, // D2 as when
{ kEventStartUp, "startUp" },
{ kEventGeneric, "scummvm_generic" },
{ kEventNone, nullptr }
};
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 kEventExitFrame:
return kScoreScript;
default:
return kNoneScript;
}
}
return kNoneScript;
}
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->replaceCode(code, kEventScript, event);
}
void Movie::resolveScriptEvent(LingoEvent &event) {
// Resolve the script details of an event.
// This must be done at execution time, as it relies on
// e.g. the current frame, the current arrangement of sprites...
uint16 spriteId = 0;
if (event.mousePos != Common::Point(-1, -1)) {
// Fetch the sprite underneath the mouse cursor.
// D3 doesn't have both mouse up and down.
// But we still want to know if the mouse is down for press effects.
// Since we don't have mouse up and down before D3, then we use ActiveSprite
if (g_director->getVersion() < 400)
spriteId = _score->getActiveSpriteIDFromPos(event.mousePos);
else
spriteId = _score->getMouseSpriteIDFromPos(event.mousePos);
_currentActiveSpriteId = _score->getActiveSpriteIDFromPos(event.mousePos); // the clickOn
_currentMouseSpriteId = _score->getMouseSpriteIDFromPos(event.mousePos);
}
event.channelId = spriteId;
// mouseDown/mouseUp events will have one of each of the source types queued.
// run these steps at the very beginning (i.e. before the first source type).
if (event.eventHandlerSourceType == kPrimaryHandler) {
if (event.event == kEventMouseDown) {
if (!spriteId && _isBeepOn) {
g_lingo->func_beep(1);
}
if (spriteId > 0) {
if (_score->_channels[spriteId]->_sprite->shouldHilite()) {
_currentHiliteChannelId = spriteId;
g_director->_wm->_hilitingWidget = true;
g_director->getCurrentWindow()->setDirty(true);
g_director->getCurrentWindow()->addDirtyRect(_score->_channels[_currentHiliteChannelId]->getBbox());
}
CastMember *cast = getCastMember(_score->_channels[spriteId]->_sprite->_castId);
if (cast && cast->_type == kCastButton)
_mouseDownWasInButton = true;
if (_score->_channels[spriteId]->_sprite->_moveable) {
_draggingSpriteOffset = _score->_channels[spriteId]->getPosition() - event.mousePos;
_currentDraggedChannel = _score->_channels[spriteId];
}
// In the case of clicking the mouse, it is possible for a mouseDown action to
// change the cast member underneath. on mouseUp should always load the cast
// script for the original cast member, not the new one.
_currentMouseDownCastID = _score->_channels[spriteId]->_sprite->_castId;
} else {
_currentHiliteChannelId = 0;
_mouseDownWasInButton = false;
_draggingSpriteOffset = Common::Point(0, 0);
_currentDraggedChannel = nullptr;
_currentMouseDownCastID = CastMemberID();
}
} else if (event.event == kEventMouseUp) {
if (_currentHiliteChannelId && _score->_channels[_currentHiliteChannelId]) {
g_director->getCurrentWindow()->setDirty(true);
g_director->getCurrentWindow()->addDirtyRect(_score->_channels[_currentHiliteChannelId]->getBbox());
}
g_director->_wm->_hilitingWidget = false;
_currentDraggedChannel = nullptr;
// If this is a button cast member, and the last mouse down event was in a button
// (any button), flip this button's hilite flag.
// Now you might think, "Wait, we don't flip this flag in the mouseDown event.
// And why any button??? This doesn't make any sense."
// No, it doesn't make sense, but it's what Director does.
if (_mouseDownWasInButton && spriteId) {
CastMember *cast = getCastMember(_score->_channels[spriteId]->_sprite->_castId);
if (cast && cast->_type == kCastButton)
cast->_hilite = !cast->_hilite;
}
_currentHiliteChannelId = 0;
_mouseDownWasInButton = false;
g_director->loadSlowdownCooloff();
}
}
switch (event.eventHandlerSourceType) {
case kPrimaryHandler:
// Run the primary event handler.
// Note that this isn't a "real" cast member ID, it's just the enum
// of the type of event, so it can be crammed into the script context
// index. kEventScript is a script type reserved for the primary event
// handlers (e.g. the mouseDownScript, the mouseUpScript), so there will
// be no collision with script cast members like ScoreScripts.
{
CastMemberID scriptId(event.event, DEFAULT_CAST_LIB);
if (getScriptContext(kEventScript, scriptId)) {
event.event = kEventGeneric;
event.scriptType = kEventScript;
event.scriptId = scriptId;
}
}
break;
/* 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] */
case kSpriteHandler:
{
if (!spriteId)
return;
Frame *currentFrame = _score->_currentFrame;
assert(currentFrame != nullptr);
Sprite *sprite = _score->getSpriteById(spriteId);
// Sprite (score) script
if (sprite && sprite->_scriptId.member) {
ScriptContext *script = getScriptContext(kScoreScript, sprite->_scriptId);
if (script) {
if (script->_eventHandlers.contains(event.event)) {
// D4-style event handler
event.scriptType = kScoreScript;
event.scriptId = sprite->_scriptId;
} else if (script->_eventHandlers.contains(kEventGeneric)) {
// D3-style sprite script, not contained in a handler
// If sprite is immediate, its script is run on mouseDown, otherwise on mouseUp
if ((event.event == kEventMouseDown && sprite->_immediate) || (event.event == kEventMouseUp && !sprite->_immediate)) {
event.event = kEventGeneric;
event.scriptType = kScoreScript;
event.scriptId = sprite->_scriptId;
}
return; // FIXME: Do not execute the cast script if there is a D3-style sprite script
}
}
}
}
break;
case kCastHandler:
{
// Cast script
// A strange quirk; if we're in a mouseDown event, Director will test
// at runtime to find out whatever is under the mouse and use that.
// If we're in a mouseUp event, Director will use whatever was
// discovered -at the very beginning- of the mouseDown event chain.
// This means e.g. the cast member can be swapped out from underneath in
// the mouseDown sprite script and the event passed down, which
// will mean the old cast member cast script does not get a mouseDown
// call, but it -does- get a mouseUp call.
// A bit unhinged, but we have a test that proves Director does this,
// so we have to do it too.
CastMemberID targetCast = _currentMouseDownCastID;
if (event.event == kEventMouseDown) {
if (!spriteId)
return;
Sprite *sprite = _score->getSpriteById(spriteId);
targetCast = sprite->_castId;
}
ScriptContext *script = getScriptContext(kCastScript, targetCast);
if (script && script->_eventHandlers.contains(event.event)) {
event.scriptType = kCastScript;
event.scriptId = targetCast;
}
}
break;
case kFrameHandler:
{
/* [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 (_score->_currentFrame == nullptr)
return;
CastMemberID scriptId = _score->_currentFrame->_mainChannels.actionId;
if (!scriptId.member)
return;
ScriptContext *script = getScriptContext(kScoreScript, scriptId);
if (!script)
return;
if (script->_eventHandlers.contains(event.event)) {
event.scriptType = kScoreScript;
event.scriptId = scriptId;
return;
}
// Scopeless statements (ie one lined lingo commands) are executed at exitFrame
// A score script can have both scopeless and scoped lingo. (eg. porting from D3.1 to D4)
// In the event of both being specified in the ScoreScript, the scopeless handler is ignored.
if (event.event == kEventExitFrame && script->_eventHandlers.contains(kEventGeneric) &&
!(script->_eventHandlers.contains(kEventExitFrame) || script->_eventHandlers.contains(kEventEnterFrame))) {
event.event = kEventGeneric;
event.scriptType = kScoreScript;
event.scriptId = scriptId;
}
}
break;
case kMovieHandler:
{
/* 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
// Movie scripts are fixed, so it's fine to look them up in advance.
for (auto &cast : _casts) {
LingoArchive *archive = cast._value->_lingoArchive;
for (auto &it : archive->scriptContexts[kMovieScript]) {
if (it._value->_eventHandlers.contains(event.event)) {
event.scriptType = kMovieScript;
event.scriptId = CastMemberID(it._key, cast._key);
return;
}
}
}
LingoArchive *sharedArchive = getSharedLingoArch();
if (sharedArchive) {
for (auto &it : sharedArchive->scriptContexts[kMovieScript]) {
if (it._value->_eventHandlers.contains(event.event)) {
event.scriptType = kMovieScript;
event.scriptId = CastMemberID(it._key, DEFAULT_CAST_LIB);
return;
}
}
}
}
break;
default:
break;
}
}
void Movie::queueEvent(Common::Queue<LingoEvent> &queue, LEvent event, int targetId, Common::Point pos) {
int eventId = _nextEventId++;
if (_nextEventId < 0)
_nextEventId = 0;
int oldQueueSize = queue.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:
{
// Queue a call to the the primary event handler.
// As per above, by default this will pass through to any subsequent handlers,
// unless the script calls "dontPassEvent".
queue.push(LingoEvent(event, eventId, kPrimaryHandler, true, pos));
}
break;
case kEventMenuCallback:
{
CastMemberID scriptID = CastMemberID(targetId, DEFAULT_CAST_LIB);
if (getScriptContext(kEventScript, scriptID)) {
queue.push(LingoEvent(kEventGeneric, eventId, kEventScript, true, scriptID, pos));
}
}
break;
default:
break;
}
if (_vm->getVersion() < 400) {
// In D2-3, specific objects handle each event, with no passing
switch(event) {
case kEventMouseUp:
case kEventMouseDown:
queue.push(LingoEvent(event, eventId, kSpriteHandler, false, pos));
queue.push(LingoEvent(event, eventId, kCastHandler, false, pos));
break;
case kEventExitFrame:
queue.push(LingoEvent(event, eventId, kFrameHandler, false, pos));
break;
case kEventIdle:
case kEventStartUp:
case kEventStartMovie:
case kEventStepMovie:
case kEventStopMovie:
queue.push(LingoEvent(event, eventId, kMovieHandler, false, pos));
break;
// no-op; only handled by the primary event handler above
// empty case avoids them generating logs from the default
// unhandled event case below.
case kEventKeyUp:
case kEventKeyDown:
case kEventTimeout:
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:
queue.push(LingoEvent(event, eventId, kSpriteHandler, false, pos));
queue.push(LingoEvent(event, eventId, kCastHandler, false, pos));
// fall through
case kEventIdle:
case kEventEnterFrame:
case kEventExitFrame:
case kEventTimeout:
queue.push(LingoEvent(event, eventId, kFrameHandler, false, pos));
// fall through
case kEventStartUp:
case kEventStartMovie:
case kEventStepMovie:
case kEventStopMovie:
case kEventPrepareMovie:
queue.push(LingoEvent(event, eventId, kMovieHandler, false, pos));
break;
default:
warning("registerEvent: Unhandled event %s", _lingo->_eventHandlerTypes[event]);
}
}
if (oldQueueSize == queue.size()) {
debugC(9, kDebugEvents, "Lingo::queueEvent(%s): no event handler", _lingo->_eventHandlerTypes[event]);
}
}
void Movie::queueInputEvent(LEvent event, int targetId, Common::Point pos) {
queueEvent(_inputEventQueue, event, targetId, pos);
}
void Movie::processEvent(LEvent event, int targetId) {
Common::Queue<LingoEvent> queue;
queueEvent(queue, event, targetId);
_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