diff options
Diffstat (limited to 'sword2/mouse.cpp')
| -rw-r--r-- | sword2/mouse.cpp | 110 |
1 files changed, 55 insertions, 55 deletions
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp index 32bb757734..eae9cd1673 100644 --- a/sword2/mouse.cpp +++ b/sword2/mouse.cpp @@ -110,7 +110,7 @@ void Sword2Engine::mouseEngine(void) { systemMenuMouse(); break; case MOUSE_holding: - if (g_display->_mouseY < 400) { + if (_input->_mouseY < 400) { _mouseMode = MOUSE_normal; debug(5, " releasing"); } @@ -135,21 +135,21 @@ void Sword2Engine::systemMenuMouse(void) { }; // can't close when player is dead - if (g_display->_mouseY > 0 && !DEAD) { + if (_input->_mouseY > 0 && !DEAD) { // close menu _mouseMode = MOUSE_normal; - g_display->hideMenu(RDMENU_TOP); + g_graphics->hideMenu(RDMENU_TOP); return; } - me = MouseEvent(); + me = g_input->mouseEvent(); if (me && (me->buttons & RD_LEFTBUTTONDOWN)) { // clicked on a top mouse pointer? - if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24 && g_display->_mouseY < 0) { + if (_input->_mouseX >= 24 && _input->_mouseX < 640 - 24 && _input->_mouseY < 0) { // which are we over? - hit = (g_display->_mouseX - 24) / 40; + hit = (_input->_mouseX - 24) / 40; // no save when dead if (icon_list[hit] == SAVE_ICON && DEAD) @@ -163,7 +163,7 @@ void Sword2Engine::systemMenuMouse(void) { // change all others to grey if (j != hit) { icon = res_man->openResource(icon_list[j]) + sizeof(_standardHeader); - g_display->setMenuIcon(RDMENU_TOP, j, icon); + g_graphics->setMenuIcon(RDMENU_TOP, j, icon); res_man->closeResource(icon_list[j]); } } @@ -188,9 +188,9 @@ void Sword2Engine::systemMenuMouse(void) { // clear the screen & set up the new palette // for the menus - g_display->clearScene(); - g_display->processMenu(); - g_display->resetRenderEngine(); + g_graphics->clearScene(); + g_graphics->processMenu(); + g_graphics->resetRenderEngine(); // call the relevent screen switch (hit) { @@ -214,7 +214,7 @@ void Sword2Engine::systemMenuMouse(void) { // Menu stays open on death screen if (!DEAD) { _mouseMode = MOUSE_normal; - g_display->hideMenu(RDMENU_TOP); + g_graphics->hideMenu(RDMENU_TOP); } else { setMouse(NORMAL_MOUSE_ID); buildSystemMenu(); @@ -223,8 +223,8 @@ void Sword2Engine::systemMenuMouse(void) { // clear the screen & restore the location // palette - g_display->clearScene(); - g_display->processMenu(); + g_graphics->clearScene(); + g_graphics->processMenu(); // reset game palette, but not after a // successful restore or restart! @@ -272,10 +272,10 @@ void Sword2Engine::dragMouse(void) { _mouseEvent *me; uint32 pos; - if (g_display->_mouseY < 400) { + if (_input->_mouseY < 400) { // close menu _mouseMode = MOUSE_normal; - g_display->hideMenu(RDMENU_BOTTOM); + g_graphics->hideMenu(RDMENU_BOTTOM); return; } @@ -284,7 +284,7 @@ void Sword2Engine::dragMouse(void) { // now do the normal click stuff - me = MouseEvent(); + me = g_input->mouseEvent(); // we only care about left clicks when the mouse is over an object // we ignore mouse releases @@ -311,8 +311,8 @@ void Sword2Engine::dragMouse(void) { // these might be required by the action script about // to be run - MOUSE_X = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x; - MOUSE_Y = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y; + MOUSE_X = (uint32) _input->_mouseX + _thisScreen.scroll_offset_x; + MOUSE_Y = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y; // for scripts to know what's been clicked (21jan97). // First used for 'room_13_turning_script' in object @@ -326,14 +326,14 @@ void Sword2Engine::dragMouse(void) { // Hide menu - back to normal menu mode - g_display->hideMenu(RDMENU_BOTTOM); + g_graphics->hideMenu(RDMENU_BOTTOM); _mouseMode = MOUSE_normal; } else { // better check for combine/cancel // cancel puts us back in Menu_mouse mode - if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) { + if (_input->_mouseX >= 24 && _input->_mouseX < 640 - 24) { // which are we over? - pos = (g_display->_mouseX - 24) / 40; + pos = (_input->_mouseX - 24) / 40; //clicked on something - what button? if (_masterMenuList[pos].icon_resource) { @@ -385,14 +385,14 @@ void Sword2Engine::menuMouse(void) { _mouseEvent *me; uint32 pos; - if (g_display->_mouseY < 400) { + if (_input->_mouseY < 400) { // close menu _mouseMode = MOUSE_normal; - g_display->hideMenu(RDMENU_BOTTOM); + g_graphics->hideMenu(RDMENU_BOTTOM); return; } - me = MouseEvent(); + me = g_input->mouseEvent(); // we only care about left clicks when the mouse is over an object // we ignore mouse releases @@ -401,9 +401,9 @@ void Sword2Engine::menuMouse(void) { // there's a mouse event to be processed // now check if we've clicked on an actual icon - if (g_display->_mouseX >= 24 && g_display->_mouseX < 640 - 24) { + if (_input->_mouseX >= 24 && _input->_mouseX < 640 - 24) { // which are we over? - pos = (g_display->_mouseX - 24) / 40; + pos = (_input->_mouseX - 24) / 40; // clicked on something - what button? if (_masterMenuList[pos].icon_resource) { @@ -471,7 +471,7 @@ void Sword2Engine::normalMouse(void) { _mouseEvent *me; // no save in big-object menu lock situation - if (g_display->_mouseY < 0 && !_mouseModeLocked && !OBJECT_HELD) { + if (_input->_mouseY < 0 && !_mouseModeLocked && !OBJECT_HELD) { _mouseMode = MOUSE_system_menu; if (_mouseTouching) { @@ -486,7 +486,7 @@ void Sword2Engine::normalMouse(void) { return; } - if (g_display->_mouseY > 399 && !_mouseModeLocked) { + if (_input->_mouseY > 399 && !_mouseModeLocked) { // If an object is being held, i.e. if the mouse cursor has a // luggage, we should be use dragging mode instead of inventory // menu mode. @@ -522,7 +522,7 @@ void Sword2Engine::normalMouse(void) { // now do the normal click stuff - me = MouseEvent(); + me = g_input->mouseEvent(); if (_debugger->_definingRectangles) { if (_debugger->_draggingRectangle == 0) { @@ -530,8 +530,8 @@ void Sword2Engine::normalMouse(void) { if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) { // set both (x1,y1) and (x2,y2) to this point - _debugger->_rectX1 = _debugger->_rectX2 = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x; - _debugger->_rectY1 = _debugger->_rectY2 = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y; + _debugger->_rectX1 = _debugger->_rectX2 = (uint32) _input->_mouseX + _thisScreen.scroll_offset_x; + _debugger->_rectY1 = _debugger->_rectY2 = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y; _debugger->_draggingRectangle = 1; } } else if (_debugger->_draggingRectangle == 1) { @@ -543,8 +543,8 @@ void Sword2Engine::normalMouse(void) { _debugger->_draggingRectangle = 2; } else { // drag rectangle - _debugger->_rectX2 = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x; - _debugger->_rectY2 = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y; + _debugger->_rectX2 = (uint32) _input->_mouseX + _thisScreen.scroll_offset_x; + _debugger->_rectY2 = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y; } } else { // currently locked to avoid knocking out of place @@ -594,8 +594,8 @@ void Sword2Engine::normalMouse(void) { // these might be required by the action script about // to be run - MOUSE_X = (uint32) g_display->_mouseX + _thisScreen.scroll_offset_x; - MOUSE_Y = (uint32) g_display->_mouseY + _thisScreen.scroll_offset_y; + MOUSE_X = (uint32) _input->_mouseX + _thisScreen.scroll_offset_x; + MOUSE_Y = (uint32) _input->_mouseY + _thisScreen.scroll_offset_y; // only left button if (_mouseTouching == EXIT_CLICK_ID && (me->buttons & RD_LEFTBUTTONDOWN)) { @@ -650,7 +650,7 @@ void Sword2Engine::mouseOnOff(void) { // don't detect objects that are hidden behind the menu bars (ie. in // the scrolled-off areas of the screen) - if (g_display->_mouseY < 0 || g_display->_mouseY > 399) { + if (_input->_mouseY < 0 || _input->_mouseY > 399) { pointer_type = 0; _mouseTouching = 0; } else { @@ -747,14 +747,14 @@ void Sword2Engine::setMouse(uint32 res) { // loop if (res == NORMAL_MOUSE_ID) - g_display->setMouseAnim(icon, len, RDMOUSE_NOFLASH); + g_graphics->setMouseAnim(icon, len, RDMOUSE_NOFLASH); else - g_display->setMouseAnim(icon, len, RDMOUSE_FLASH); + g_graphics->setMouseAnim(icon, len, RDMOUSE_FLASH); res_man->closeResource(res); } else { // blank cursor - g_display->setMouseAnim(NULL, 0, 0); + g_graphics->setMouseAnim(NULL, 0, 0); } } @@ -768,11 +768,11 @@ void Sword2Engine::setLuggage(uint32 res) { icon = res_man->openResource(res) + sizeof(_standardHeader); len = res_man->_resList[res]->size - sizeof(_standardHeader); - g_display->setLuggageAnim(icon, len); + g_graphics->setLuggageAnim(icon, len); res_man->closeResource(res); } else - g_display->setLuggageAnim(NULL, 0); + g_graphics->setLuggageAnim(NULL, 0); } uint32 Sword2Engine::checkMouseList(void) { @@ -786,10 +786,10 @@ uint32 Sword2Engine::checkMouseList(void) { // mouse-detection-box if (_mouseList[j].priority == priority && - g_display->_mouseX + _thisScreen.scroll_offset_x >= _mouseList[j].x1 && - g_display->_mouseX + _thisScreen.scroll_offset_x <= _mouseList[j].x2 && - g_display->_mouseY + _thisScreen.scroll_offset_y >= _mouseList[j].y1 && - g_display->_mouseY + _thisScreen.scroll_offset_y <= _mouseList[j].y2) { + _input->_mouseX + _thisScreen.scroll_offset_x >= _mouseList[j].x1 && + _input->_mouseX + _thisScreen.scroll_offset_x <= _mouseList[j].x2 && + _input->_mouseY + _thisScreen.scroll_offset_y >= _mouseList[j].y1 && + _input->_mouseY + _thisScreen.scroll_offset_y <= _mouseList[j].y2) { // record id _mouseTouching = _mouseList[j].id; @@ -965,8 +965,8 @@ void Sword2Engine::createPointerText(uint32 text_id, uint32 pointer_res) { // line reference number _pointerTextBlocNo = fontRenderer->buildNewBloc( - text + 2, g_display->_mouseX + xOffset, - g_display->_mouseY + yOffset, + text + 2, _input->_mouseX + xOffset, + _input->_mouseY + yOffset, POINTER_TEXT_WIDTH, POINTER_TEXT_PEN, RDSPR_TRANS | RDSPR_DISPLAYALIGN, _speechFontId, justification); @@ -1042,7 +1042,7 @@ void Sword2Engine::registerMouse(Object_mouse *ob_mouse) { void Sword2Engine::monitorPlayerActivity(void) { // if there is at least one mouse event outstanding - if (CheckForMouseEvents()) { + if (g_input->checkForMouseEvents()) { // reset activity delay counter _playerActivityDelay = 0; } else { @@ -1062,12 +1062,12 @@ int32 Logic::fnNoHuman(int32 *params) { // dont hide menu in conversations if (TALK_FLAG == 0) - g_display->hideMenu(RDMENU_BOTTOM); + g_graphics->hideMenu(RDMENU_BOTTOM); if (_vm->_mouseMode == MOUSE_system_menu) { // close menu _vm->_mouseMode = MOUSE_normal; - g_display->hideMenu(RDMENU_TOP); + g_graphics->hideMenu(RDMENU_TOP); } // script continue @@ -1110,7 +1110,7 @@ int32 Logic::fnAddHuman(int32 *params) { } // if mouse is over menu area - if (g_display->_mouseY > 399) { + if (g_input->_mouseY > 399) { if (_vm->_mouseMode != MOUSE_holding) { // VITAL - reset things & rebuild the menu _vm->_mouseMode = MOUSE_normal; @@ -1129,7 +1129,7 @@ int32 Logic::fnAddHuman(int32 *params) { // testing logic scripts by simulating an instant Save & // Restore - g_display->setPalette(0, 1, white, RDPAL_INSTANT); + g_graphics->setPalette(0, 1, white, RDPAL_INSTANT); // stops all fx & clears the queue - eg. when leaving a // location @@ -1141,7 +1141,7 @@ int32 Logic::fnAddHuman(int32 *params) { res_man->killAllObjects(false); - g_display->setPalette(0, 1, black, RDPAL_INSTANT); + g_graphics->setPalette(0, 1, black, RDPAL_INSTANT); } return IR_CONT; @@ -1228,7 +1228,7 @@ int32 Logic::fnSetScrollRightMouse(int32 *params) { // Highest priority - ob_mouse->x1 = _vm->_thisScreen.scroll_offset_x + g_display->_screenWide - SCROLL_MOUSE_WIDTH; + ob_mouse->x1 = _vm->_thisScreen.scroll_offset_x + g_graphics->_screenWide - SCROLL_MOUSE_WIDTH; ob_mouse->y1 = 0; ob_mouse->x2 = _vm->_thisScreen.screen_wide - 1; ob_mouse->y2 = _vm->_thisScreen.screen_deep - 1; @@ -1265,7 +1265,7 @@ int32 Logic::fnSetObjectHeld(int32 *params) { int32 Logic::fnRemoveChooser(int32 *params) { // params: none - g_display->hideMenu(RDMENU_BOTTOM); + g_graphics->hideMenu(RDMENU_BOTTOM); return IR_CONT; } |
