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-rw-r--r--engines/titanic/input_handler.cpp177
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diff --git a/engines/titanic/input_handler.cpp b/engines/titanic/input_handler.cpp
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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "titanic/input_handler.h"
+#include "titanic/game_manager.h"
+#include "titanic/titanic.h"
+#include "titanic/messages/mouse_messages.h"
+#include "titanic/pet_control/pet_control.h"
+#include "titanic/support/screen_manager.h"
+
+namespace Titanic {
+
+CInputHandler::CInputHandler(CGameManager *owner) :
+ _gameManager(owner), _inputTranslator(nullptr), _dragging(false),
+ _buttonDown(false), _dragItem(nullptr), _lockCount(0),
+ _singleton(false) {
+ CScreenManager::_screenManagerPtr->_inputHandler = this;
+}
+
+void CInputHandler::setTranslator(CInputTranslator *translator) {
+ _inputTranslator = translator;
+}
+
+void CInputHandler::incLockCount() {
+ ++_lockCount;
+}
+
+void CInputHandler::decLockCount() {
+ if (--_lockCount == 0 && _inputTranslator) {
+ if (_dragging && !_inputTranslator->isMousePressed()) {
+ CMouseButtonUpMsg upMsg(_mousePos, MK_LBUTTON);
+ handleMessage(upMsg);
+ }
+
+ _buttonDown = _inputTranslator->isMousePressed();
+ _singleton = true;
+ }
+}
+
+void CInputHandler::handleMessage(CMessage &msg, bool respectLock) {
+ if (!respectLock || _lockCount <= 0) {
+ if (_gameManager->_gameState._mode == GSMODE_INTERACTIVE) {
+ processMessage(&msg);
+ } else if (!msg.isMouseMsg()) {
+ g_vm->_filesManager->loadDrive();
+ }
+ }
+}
+
+void CInputHandler::processMessage(CMessage *msg) {
+ const CMouseMsg *mouseMsg = dynamic_cast<const CMouseMsg *>(msg);
+ _singleton = false;
+ dispatchMessage(msg);
+
+ if (_singleton) {
+ _singleton = false;
+ } else if (mouseMsg) {
+ // Keep the game state mouse position up to date
+ if (_mousePos != mouseMsg->_mousePos) {
+ _mousePos = mouseMsg->_mousePos;
+ _gameManager->_gameState.setMousePos(mouseMsg->_mousePos);
+ }
+
+ // Set flag for whether a mouse button is currently being pressed
+ if (mouseMsg->isButtonDownMsg())
+ _buttonDown = true;
+ else if (mouseMsg->isButtonUpMsg())
+ _buttonDown = false;
+
+ // Drag events generation
+ if (_dragging) {
+ if (mouseMsg->isMouseMoveMsg()) {
+ if (_dragItem) {
+ CMouseDragMoveMsg moveMsg(_mousePos);
+ moveMsg.execute(_dragItem);
+ }
+ } else {
+ if (mouseMsg->isButtonUpMsg() && _dragItem) {
+ // Mouse drag ended
+ CGameObject *target = dragEnd(_mousePos, _dragItem);
+ CMouseDragEndMsg endMsg(_mousePos, target);
+ endMsg.execute(_dragItem);
+ }
+
+ _dragging = false;
+ _dragItem = nullptr;
+ }
+ } else if (_buttonDown) {
+ if (!mouseMsg->isMouseMoveMsg()) {
+ // Save where the drag movement started from
+ _dragStartPos = _mousePos;
+ } else {
+ Point delta = mouseMsg->_mousePos - _dragStartPos;
+ int distance = (int)sqrt(double(delta.x * delta.x + delta.y * delta.y));
+
+ if (distance > 4) {
+ // We've moved far enough with the mouse button held down
+ // to trigger an official dragging operation
+ CMouseDragStartMsg startMsg(_dragStartPos);
+ dispatchMessage(&startMsg);
+
+ // Set the drag item, if any, that a handler will have set on the message
+ _dragItem = startMsg._dragItem;
+ _gameManager->_dragItem = startMsg._dragItem;
+
+ if (_dragItem) {
+ CMouseDragMoveMsg moveMsg(_dragStartPos);
+ dispatchMessage(&moveMsg);
+ }
+
+ _dragging = true;
+ }
+ }
+ }
+ }
+}
+
+void CInputHandler::dispatchMessage(CMessage *msg) {
+ CPetControl *pet = _gameManager->_project->getPetControl();
+ if (!pet || !msg->execute(pet, nullptr, MSGFLAG_BREAK_IF_HANDLED)) {
+ CViewItem *view = _gameManager->getView();
+ msg->execute(view);
+ }
+}
+
+CGameObject *CInputHandler::dragEnd(const Point &pt, CTreeItem *dragItem) {
+ CViewItem *view = _gameManager->getView();
+ if (!view)
+ return nullptr;
+
+ // Scan through the view items to find the item being dropped on
+ CGameObject *target = nullptr;
+ for (CTreeItem *treeItem = view->scan(view); treeItem; treeItem = treeItem->scan(view)) {
+ CGameObject *gameObject = static_cast<CGameObject *>(treeItem);
+ if (gameObject && gameObject != dragItem) {
+ if (gameObject->checkPoint(pt))
+ target = gameObject;
+ }
+ }
+
+ if (target) {
+ // Check if the cursor is on the PET. If so, pass to the PET
+ // to see what specific element the drag ended on
+ CProjectItem *project = view->getRoot();
+ if (project) {
+ CPetControl *petControl = project->getPetControl();
+ if (petControl && petControl->contains(pt)) {
+ target = petControl->dragEnd(pt);
+ if (!target)
+ target = petControl;
+ }
+ }
+ }
+
+ return target;
+}
+
+} // End of namespace Titanic