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Diffstat (limited to 'engines/titanic/input_handler.cpp')
-rw-r--r-- | engines/titanic/input_handler.cpp | 177 |
1 files changed, 177 insertions, 0 deletions
diff --git a/engines/titanic/input_handler.cpp b/engines/titanic/input_handler.cpp new file mode 100644 index 0000000000..7c35a5d855 --- /dev/null +++ b/engines/titanic/input_handler.cpp @@ -0,0 +1,177 @@ +/* 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 |