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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/events.h"
#include "titanic/game_manager.h"
#include "titanic/core/project_item.h"
#include "titanic/messages/mouse_messages.h"
#include "titanic/pet_control/pet_control.h"
#include "titanic/support/files_manager.h"
#include "titanic/support/screen_manager.h"
#include "titanic/titanic.h"
namespace Titanic {
CInputHandler::CInputHandler(CGameManager *owner) :
_gameManager(owner), _inputTranslator(nullptr), _dragging(false),
_buttonDown(false), _dragItem(nullptr), _lockCount(0),
_abortMessage(false) {
CScreenManager::_screenManagerPtr->_inputHandler = this;
}
CInputHandler::~CInputHandler() {
CScreenManager::_screenManagerPtr->_inputHandler = nullptr;
}
void CInputHandler::setTranslator(CInputTranslator *translator) {
_inputTranslator = translator;
}
void CInputHandler::incLockCount() {
++_lockCount;
}
void CInputHandler::decLockCount() {
--_lockCount;
assert(_lockCount >= 0);
if (_lockCount == 0 && _inputTranslator) {
if (_dragging && !_inputTranslator->isMousePressed()) {
CMouseButtonUpMsg upMsg(_mousePos, MK_LBUTTON);
handleMessage(upMsg);
}
_buttonDown = _inputTranslator->isMousePressed();
_abortMessage = true;
}
}
bool CInputHandler::handleMessage(CMessage &msg, bool respectLock) {
if (!respectLock || _lockCount <= 0) {
if (_gameManager->_gameState._mode == GSMODE_INTERACTIVE) {
return processMessage(&msg);
} else if (!msg.isMouseMsg()) {
g_vm->_filesManager->loadDrive();
}
}
return false;
}
bool CInputHandler::processMessage(CMessage *msg) {
const CMouseMsg *mouseMsg = dynamic_cast<const CMouseMsg *>(msg);
_abortMessage = false;
bool handled = dispatchMessage(msg);
if (_abortMessage) {
_abortMessage = 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()) {
if (_dragItem) {
// Mouse drag ended
CGameObject *target = dragEnd(_mousePos, _dragItem);
CMouseDragEndMsg endMsg(_mousePos, target);
endMsg.execute(_dragItem);
}
_dragging = false;
_dragItem = nullptr;
_gameManager->_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);
moveMsg.execute(_dragItem);
}
_dragging = true;
}
}
}
}
return handled;
}
bool CInputHandler::dispatchMessage(CMessage *msg) {
CPetControl *pet = _gameManager->_project->getPetControl();
if (!pet || !msg->execute(pet, nullptr, MSGFLAG_BREAK_IF_HANDLED)) {
CViewItem *view = _gameManager->getView();
return msg->execute(view);
}
return true;
}
CGameObject *CInputHandler::dragEnd(const Point &pt, CTreeItem *dragItem) {
CViewItem *view = _gameManager->getView();
if (!view)
return nullptr;
// Scan through the view items to find the element being dropped on
CGameObject *target = nullptr;
for (CTreeItem *treeItem = view->scan(view); treeItem; treeItem = treeItem->scan(view)) {
CGameObject *gameObject = dynamic_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
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