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;  } | 
