Files
scummvm-cursorfix/engines/director/lingo/lingo-events.cpp
2026-02-02 04:50:13 +01:00

904 lines
31 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "director/director.h"
#include "director/debugger.h"
#include "director/lingo/lingo.h"
#include "director/lingo/lingo-builtins.h"
#include "director/lingo/lingo-code.h"
#include "director/lingo/lingo-object.h"
#include "director/cast.h"
#include "director/castmember/castmember.h"
#include "director/channel.h"
#include "director/frame.h"
#include "director/movie.h"
#include "director/score.h"
#include "director/sprite.h"
#include "director/types.h"
#include "director/window.h"
namespace Director {
struct EventHandlerType {
LEvent handler;
const char *name;
} static const eventHandlerDescs[] = {
{ kEventPrepareMovie, "prepareMovie" }, // D6
{ kEventStartMovie, "startMovie" }, // D3
{ kEventStepMovie, "stepMovie" }, // D3
{ kEventStopMovie, "stopMovie" }, // D3
{ kEventBeginSprite, "beginSprite" }, // D6
{ kEventEndSprite, "endSprite" }, // D6
{ kEventEnterFrame, "enterFrame" }, // D4
{ kEventPrepareFrame, "prepareFrame" }, // D6
{ kEventIdle, "idle" }, // D3
{ kEventStepFrame, "stepFrame"}, // D5
{ kEventExitFrame, "exitFrame" }, // D4
{ kEventActivateWindow, "activateWindow" }, // D5
{ kEventDeactivateWindow, "deactivateWindow" }, // D5
{ kEventMoveWindow, "moveWindow" }, // D5
{ kEventResizeWindow, "resizeWindow" }, // D5
{ kEventOpenWindow, "openWindow" }, // D5
{ kEventCloseWindow, "closeWindow" }, // D5
{ kEventZoomWindow, "zoomWindow" }, // D5
{ kEventKeyUp, "keyUp" }, // D4
{ kEventKeyDown, "keyDown" }, // D2 w D4 (as when from D2)
{ kEventMouseUp, "mouseUp" }, // D2 w D3
{ kEventMouseDown, "mouseDown" }, // D2 w D3
{ kEventRightMouseDown, "rightMouseDown" }, // D5
{ kEventRightMouseUp, "rightMouseUp" }, // D5
{ kEventMouseEnter, "mouseEnter" }, // D6, present in D5
{ kEventMouseLeave, "mouseLeave" }, // D6, present in D5
{ kEventMouseUpOutSide, "mouseUpOutSide" }, // D6
{ kEventMouseWithin, "mouseWithin" }, // D6, present in D5
{ kEventTimeout, "timeout" }, // D2 as when
{ kEventCuePassed, "cuePassed" }, // D6
{ kEventStartUp, "startUp" },
{ kEventGetBehaviorDescription, "getBehaviorDescription" }, // D6
{ kEventGetPropertyDescriptionList, "getPropertyDescriptionList" }, // D6
{ kEventRunPropertyDialog, "runPropertyDialog" }, // D6
{ kEventGeneric, "scummvm_generic" },
{ kEventNone, nullptr }
};
void Lingo::initEventHandlerTypes() {
for (const EventHandlerType *t = &eventHandlerDescs[0]; t->handler != kEventNone; ++t) {
_eventHandlerTypeIds[t->name] = t->handler;
_eventHandlerTypes[t->handler] = t->name;
}
_eventHandlerTypes[kEventNone] = 0;
}
ScriptType Lingo::event2script(LEvent ev) {
if (_vm->getVersion() < 400) {
switch (ev) {
//case kEventStartMovie: // We are precompiling it now
// return kMovieScript;
case kEventExitFrame:
return kScoreScript;
default:
return kNoneScript;
}
}
return kNoneScript;
}
void Movie::setPrimaryEventHandler(LEvent event, const Common::String &code) {
debugC(3, kDebugLingoExec, "setting primary event handler (%s)", _lingo->_eventHandlerTypes[event]);
LingoArchive *mainArchive = getMainLingoArch();
mainArchive->primaryEventHandlers[event] = code;
mainArchive->replaceCode(code, kEventScript, event);
}
void Movie::resolveScriptEvent(LingoEvent &event) {
// Resolve the script details of an event.
// This must be done at execution time, as it relies on
// e.g. the current frame, the current arrangement of sprites...
uint16 spriteId = 0;
if (event.mousePos != Common::Point(-1, -1)) {
// Fetch the sprite underneath the mouse cursor.
// D3 doesn't have both mouse up and down.
// But we still want to know if the mouse is down for press effects.
// Since we don't have mouse up and down before D3, then we use ActiveSprite
if (g_director->getVersion() < 400)
spriteId = _score->getActiveSpriteIDFromPos(event.mousePos);
else
spriteId = _score->getMouseSpriteIDFromPos(event.mousePos);
if (event.event == kEventMouseDown || event.event == kEventRightMouseDown)
_lastClickedSpriteId = _score->getActiveSpriteIDFromPos(event.mousePos); // the clickOn
}
// Very occasionally, we want to specify an event with a channel ID
// rather than infer it from the position. Allow it to override.
if (event.channelId == 0) {
event.channelId = spriteId;
}
// mouseDown/mouseUp events will have one of each of the source types queued.
// run these steps at the very beginning (i.e. before the first source type).
if (event.eventHandlerSourceType == kPrimaryHandler) {
if ((event.event == kEventMouseDown) || (event.event == kEventRightMouseDown)) {
if (!event.channelId && _isBeepOn) {
g_lingo->func_beep(1);
}
if (event.channelId > 0) {
if (_score->_channels[event.channelId]->_sprite->shouldHilite()) {
_currentHiliteChannelId = event.channelId;
g_director->_wm->_hilitingWidget = true;
g_director->getCurrentWindow()->setDirty(true);
g_director->getCurrentWindow()->addDirtyRect(_score->_channels[_currentHiliteChannelId]->getBbox());
}
CastMember *cast = getCastMember(_score->_channels[event.channelId]->_sprite->_castId);
if (cast && cast->_type == kCastButton)
_mouseDownWasInButton = true;
if (_score->_channels[event.channelId]->_sprite->_moveable) {
_draggingSpriteOffset = _score->_channels[event.channelId]->getPosition() - event.mousePos;
_currentDraggedChannel = _score->_channels[event.channelId];
}
// In the case of clicking the mouse, it is possible for a mouseDown action to
// change the cast member underneath. on mouseUp should always load the cast
// script for the original cast member, not the new one.
_currentMouseDownCastID = _score->_channels[event.channelId]->_sprite->_castId;
_currentMouseDownSpriteScriptID = _score->_channels[event.channelId]->_sprite->_scriptId;
_currentMouseDownSpriteImmediate = _score->_channels[event.channelId]->_sprite->_immediate;
} else {
_currentHiliteChannelId = 0;
_mouseDownWasInButton = false;
_draggingSpriteOffset = Common::Point(0, 0);
_currentDraggedChannel = nullptr;
_currentMouseDownCastID = CastMemberID();
_currentMouseDownSpriteScriptID = CastMemberID();
_currentMouseDownSpriteImmediate = false;
}
} else if ((event.event == kEventMouseUp) || (event.event == kEventRightMouseUp)) {
if (_currentHiliteChannelId && _score->_channels[_currentHiliteChannelId]) {
g_director->getCurrentWindow()->setDirty(true);
g_director->getCurrentWindow()->addDirtyRect(_score->_channels[_currentHiliteChannelId]->getBbox());
}
g_director->_wm->_hilitingWidget = false;
_currentDraggedChannel = nullptr;
// If this is a button cast member, and the last mouse down event was in a button
// (any button), flip this button's hilite flag.
// Now you might think, "Wait, we don't flip this flag in the mouseDown event.
// And why any button??? This doesn't make any sense."
// No, it doesn't make sense, but it's what Director does.
if (_mouseDownWasInButton && event.channelId) {
CastMember *cast = getCastMember(_score->_channels[event.channelId]->_sprite->_castId);
if (cast && cast->_type == kCastButton)
cast->_hilite = !cast->_hilite;
}
_currentHiliteChannelId = 0;
_mouseDownWasInButton = false;
g_director->loadSlowdownCooloff();
}
}
switch (event.eventHandlerSourceType) {
case kPrimaryHandler:
// Run the primary event handler.
// Note that this isn't a "real" cast member ID, it's just the enum
// of the type of event, so it can be crammed into the script context
// index. kEventScript is a script type reserved for the primary event
// handlers (e.g. the mouseDownScript, the mouseUpScript), so there will
// be no collision with script cast members like ScoreScripts.
{
CastMemberID scriptId(event.event, DEFAULT_CAST_LIB);
if (getScriptContext(kEventScript, scriptId)) {
event.event = kEventGeneric;
event.scriptType = kEventScript;
event.scriptId = scriptId;
}
}
break;
/* When the mouseDown or mouseUp occurs over a sprite, the message
* goes first to the sprite script, then to the script of the cast
* member, to the frame script and finally to the movie scripts.
*
* When the mouseDown or mouseUp doesn't occur over a sprite, the
* message goes to the frame script and then to the movie script.
*
* When more than one movie script [...]
* [D4 docs] */
case kSpriteHandler:
{
CastMemberID scriptId;
bool immediate = false;
Common::String initializerParams;
// mouseUp events seem to check the frame script ID from the original mouseDown event
// In Director 5 and above, we always generate event for the actual sprite under the mouse
if (((event.event == kEventMouseUp) || (event.event == kEventRightMouseUp)) && _vm->getVersion() < 500) {
scriptId = _currentMouseDownSpriteScriptID;
immediate = _currentMouseDownSpriteImmediate;
} else {
if (!event.channelId)
return;
Frame *currentFrame = _score->_currentFrame;
assert(currentFrame != nullptr);
Sprite *sprite = _score->getSpriteById(event.channelId);
if (!sprite)
return;
if (_vm->getVersion() >= 600) {
if (event.behaviorIndex >= 0) {
if (event.behaviorIndex >= (int)sprite->_behaviors.size()) {
warning("Movie::resolveScriptEvent: invalid behavior index %d, ignoring", event.behaviorIndex);
} else {
scriptId = sprite->_behaviors[event.behaviorIndex].memberID;
initializerParams = sprite->_behaviors[event.behaviorIndex].initializerParams;
}
} else {
_lastClickedSpriteId = 0;
return;
}
} else {
if (!sprite->_scriptId.member) {
_lastClickedSpriteId = 0;
return;
}
scriptId = sprite->_scriptId;
}
immediate = sprite->_immediate;
}
if (_vm->getVersion() >= 600) {
event.scriptType = kScoreScript;
event.scriptId = scriptId;
if (event.behaviorIndex >= 0 && event.behaviorIndex < (int)_score->_channels[event.channelId]->_scriptInstanceList.size())
event.scriptInstance = _score->_channels[event.channelId]->_scriptInstanceList[event.behaviorIndex].u.obj;
else
warning("resolveScriptEvent: behaviorIndex %d out of range", event.behaviorIndex);
return;
}
// Sprite (score) script
ScriptContext *script = getScriptContext(kScoreScript, scriptId);
if (script) {
if (script->_eventHandlers.contains(event.event)) {
// D4-style event handler
event.scriptType = kScoreScript;
event.scriptId = scriptId;
} else if (script->_eventHandlers.contains(kEventGeneric)) {
// D3-style sprite script, not contained in a handler
// If sprite is immediate, its script is run on mouseDown, otherwise on mouseUp
if ((event.event == kEventMouseDown && immediate) || (event.event == kEventMouseUp && !immediate)) {
event.event = kEventGeneric;
event.scriptType = kScoreScript;
event.scriptId = scriptId;
}
return; // FIXME: Do not execute the cast script if there is a D3-style sprite script
}
}
}
break;
case kCastHandler:
{
// Cast script
// A strange quirk; if we're in a mouseDown event, Director will test
// at runtime to find out whatever is under the mouse and use that.
// If we're in a mouseUp event, Director will use whatever was
// discovered -at the very beginning- of the mouseDown event chain.
// This means e.g. the cast member can be swapped out from underneath in
// the mouseDown sprite script and the event passed down, which
// will mean the old cast member cast script does not get a mouseDown
// call, but it -does- get a mouseUp call.
// A bit unhinged, but we have a test that proves Director does this,
// so we have to do it too.
//
// mouseEnter and mouseLeave events should also defer to the value of channelId.
CastMemberID targetCast = _currentMouseDownCastID;
if ((event.event == kEventMouseDown) || (event.event == kEventRightMouseDown) ||
(event.event == kEventMouseEnter) || (event.event == kEventMouseLeave)) {
if (!event.channelId)
return;
Sprite *sprite = _score->getSpriteById(event.channelId);
targetCast = sprite->_castId;
}
ScriptContext *script = getScriptContext(kCastScript, targetCast);
if (script && script->_eventHandlers.contains(event.event)) {
event.scriptType = kCastScript;
event.scriptId = targetCast;
}
}
break;
case kFrameHandler:
{
/* [in D4] the enterFrame, exitFrame, idle and timeout messages
* are sent to a frame script and then a movie script. If the
* current frame has no frame script when the event occurs, the
* message goes to movie scripts.
* [p.81 of D4 docs]
*/
if (_score->_currentFrame == nullptr)
return;
if (_vm->getVersion() >= 600) {
if (_score->_scriptChannelScriptInstance.type == OBJECT) {
event.scriptType = kScoreScript;
event.scriptId = CastMemberID(); // No ID for the script channel script
event.scriptInstance = _score->_scriptChannelScriptInstance.u.obj;
}
return;
}
// Pre D6
CastMemberID scriptId = _score->_currentFrame->_mainChannels.actionId;
if (!scriptId.member)
return;
ScriptContext *script = getScriptContext(kScoreScript, scriptId);
if (!script)
return;
if (script->_eventHandlers.contains(event.event)) {
event.scriptType = kScoreScript;
event.scriptId = scriptId;
return;
}
// Scopeless statements (ie one lined lingo commands) are executed at exitFrame
// A score script can have both scopeless and scoped lingo. (eg. porting from D3.1 to D4)
// In the event of both being specified in the ScoreScript, the scopeless handler is ignored.
if (event.event == kEventExitFrame && script->_eventHandlers.contains(kEventGeneric) &&
!(script->_eventHandlers.contains(kEventExitFrame) || script->_eventHandlers.contains(kEventEnterFrame))) {
event.event = kEventGeneric;
event.scriptType = kScoreScript;
event.scriptId = scriptId;
}
}
break;
case kMovieHandler:
{
/* If more than one movie script handles the same message, Lingo
* searches the movie scripts according to their order in the cast
* window [p.81 of D4 docs]
*/
// FIXME: shared cast movie scripts could come before main movie ones
// Movie scripts are fixed, so it's fine to look them up in advance.
for (auto &cast : _casts) {
LingoArchive *archive = cast._value->_lingoArchive;
for (auto &it : archive->scriptContexts[kMovieScript]) {
if (it._value->_eventHandlers.contains(event.event)) {
event.scriptType = kMovieScript;
event.scriptId = CastMemberID(it._key, cast._key);
return;
}
}
}
LingoArchive *sharedArchive = getSharedLingoArch();
if (sharedArchive) {
for (auto &it : sharedArchive->scriptContexts[kMovieScript]) {
if (it._value->_eventHandlers.contains(event.event)) {
event.scriptType = kMovieScript;
event.scriptId = CastMemberID(it._key, DEFAULT_CAST_LIB);
return;
}
}
}
}
break;
default:
break;
}
}
void Movie::queueEvent(Common::Queue<LingoEvent> &queue, LEvent event, int targetId, Common::Point pos) {
if (_nextEventId < 0)
_nextEventId = 0;
_nextEventId++;
int eventId = _nextEventId;
int oldQueueSize = queue.size();
uint16 channelId = 0;
uint16 pointedSpriteId = 0;
// In D6+ there are multiple behavors per sprite, find the sprite
if (g_director->getVersion() >= 600) {
if (targetId == 0) {
pointedSpriteId = _score->getMouseSpriteIDFromPos(pos);
} else {
pointedSpriteId = targetId;
}
}
/* When an event occurs the message [...] is first sent to a
* primary event handler: [... if exists it is executed] and the
* event is passed on to other objects unless you explicitly stop
* the message by including the dontPassEvent command in the script
* [D4 docs page 77]
*/
/* N.B.: No primary event handlers for events other than
* keyup, keydown, mouseup, mousedown, timeout
* [see: www.columbia.edu/itc/visualarts/r4110/s2001/handouts
* /03_03_Event_Hierarchy.pdf]
*/
switch (event) {
case kEventMouseDown:
case kEventMouseUp:
case kEventRightMouseDown:
case kEventRightMouseUp:
case kEventKeyUp:
case kEventKeyDown:
case kEventTimeout:
{
// Queue a call to the the primary event handler.
// As per above, by default this will pass through to any subsequent handlers,
// unless the script calls "dontPassEvent".
queue.push(LingoEvent(event, eventId, kPrimaryHandler, true, pos));
// Key up and key down events can be sent to the channel with an active widget
if ((event == kEventKeyUp) || (event == kEventKeyDown)) {
channelId = targetId;
}
}
break;
case kEventMenuCallback:
{
CastMemberID scriptID = CastMemberID(targetId, DEFAULT_CAST_LIB);
if (getScriptContext(kEventScript, scriptID)) {
queue.push(LingoEvent(kEventGeneric, eventId, kEventScript, true, scriptID, pos));
}
}
break;
// For mouseEnter/mouseLeave events, we want to specify exactly what sprite channel to resolve to.
case kEventMouseEnter:
case kEventMouseLeave:
case kEventPrepareFrame:
case kEventBeginSprite:
case kEventEndSprite:
case kEventMouseUpOutSide: // D6+
case kEventMouseWithin: // D6+
if (targetId != 0) {
channelId = targetId;
}
break;
default:
break;
}
if (_vm->getVersion() < 400) {
// In D2-3, specific objects handle each event, with no passing
switch(event) {
case kEventMouseUp:
case kEventMouseDown:
queue.push(LingoEvent(event, eventId, kSpriteHandler, false, pos));
queue.push(LingoEvent(event, eventId, kCastHandler, false, pos));
break;
case kEventExitFrame:
queue.push(LingoEvent(event, eventId, kFrameHandler, false, pos));
break;
case kEventIdle:
case kEventStartUp:
case kEventStartMovie:
case kEventStepMovie:
case kEventStopMovie:
queue.push(LingoEvent(event, eventId, kMovieHandler, false, pos));
break;
// no-op; only handled by the primary event handler above
// empty case avoids them generating logs from the default
// unhandled event case below.
case kEventKeyUp:
case kEventKeyDown:
case kEventTimeout:
break;
default:
warning("registerEvent: Unhandled event %s", _lingo->_eventHandlerTypes[event]);
}
} else {
/* In D4+, queue any objects that responds to this event, in order of precedence.
* (Sprite -> Cast Member -> Frame -> Movie)
* Once one of these objects handles the event, any event handlers queued
* for the same event will be ignored unless the pass command was called.
*/
switch (event) {
case kEventKeyUp:
case kEventKeyDown:
case kEventMouseUp:
case kEventMouseDown:
case kEventRightMouseUp:
case kEventRightMouseDown:
case kEventBeginSprite:
case kEventEndSprite:
case kEventMouseEnter:
case kEventMouseLeave:
case kEventPrepareFrame: // D6+
case kEventMouseUpOutSide: // D6+
case kEventMouseWithin: // D6+
if (_vm->getVersion() >= 600) {
if (pointedSpriteId != 0) {
Channel *channel = _score->getChannelById(pointedSpriteId);
// Generate event for each behavior, and pass through for all but the last one.
// This is to allow multiple behaviors on a single sprite to each have a
// chance to handle the event.
for (uint i = 0; i < channel->_scriptInstanceList.size(); i++) {
bool passThrough = (i != channel->_scriptInstanceList.size() - 1);
queue.push(LingoEvent(event, eventId, kSpriteHandler, passThrough, pos, pointedSpriteId, i));
}
if (event == kEventBeginSprite || event == kEventEndSprite || event == kEventMouseUpOutSide) {
// These events do not go any further than the sprite behaviors
break;
}
} else {
// We have no sprite under the mouse, no SpriteHandler to queue.
}
} else {
queue.push(LingoEvent(event, eventId, kSpriteHandler, false, pos, channelId));
}
queue.push(LingoEvent(event, eventId, kCastHandler, false, pos, channelId));
// fall through
case kEventIdle:
case kEventEnterFrame:
case kEventExitFrame:
case kEventTimeout:
queue.push(LingoEvent(event, eventId, kFrameHandler, false, pos, channelId));
// fall through
case kEventStartUp:
case kEventStartMovie:
case kEventStepMovie:
case kEventStopMovie:
case kEventPrepareMovie: // D6
case kEventActivateWindow: // D5
case kEventDeactivateWindow: // D5
case kEventMoveWindow: // D5
case kEventResizeWindow: // D5
case kEventOpenWindow: // D5
case kEventCloseWindow: // D5
case kEventZoomWindow: // D5
queue.push(LingoEvent(event, eventId, kMovieHandler, false, pos, channelId));
break;
default:
warning("registerEvent: Unhandled event %s", _lingo->_eventHandlerTypes[event]);
}
}
if (oldQueueSize == queue.size()) {
debugC(9, kDebugEvents, "Lingo::queueEvent(%s): no event handler", _lingo->_eventHandlerTypes[event]);
}
}
void Movie::queueInputEvent(LEvent event, int targetId, Common::Point pos) {
queueEvent(_inputEventQueue, event, targetId, pos);
}
void Movie::processEvent(LEvent event, int targetId) {
Common::Queue<LingoEvent> queue;
queueEvent(queue, event, targetId);
_vm->setCurrentWindow(this->getWindow());
_lingo->processEvents(queue, false);
}
void Movie::broadcastEvent(LEvent event) {
Common::Queue<LingoEvent> queue;
for (uint i = 1; i < _score->_channels.size(); i++) {
if (_score->_channels[i] && _score->_channels[i]->_sprite && _score->_channels[i]->_sprite->_behaviors.size()) {
queueEvent(queue, event, i);
}
}
_vm->setCurrentWindow(this->getWindow());
_lingo->processEvents(queue, false);
}
void Lingo::processEvents(Common::Queue<LingoEvent> &queue, bool isInputEvent) {
if (isInputEvent && _currentInputEvent.type != VOIDSYM) {
// only one input event should be in flight at a time.
return;
}
Movie *movie = _vm->getCurrentMovie();
Score *sc = movie->getScore();
bool behavioursCompleted = false;
while (!queue.empty()) {
LingoEvent el = queue.pop();
if (sc->_playState == kPlayStopped && el.event != kEventStopMovie)
continue;
// fetch the sprite ID, script ID to call, etc if not present.
movie->resolveScriptEvent(el);
if (el.scriptType == kNoneScript) {
debugC(9, kDebugEvents, "Lingo::processEvents: no matching script for event (%s, %s, %s, %d), continuing",
_eventHandlerTypes[el.event], scriptType2str(el.scriptType), el.scriptId.asString().c_str(), el.channelId
);
continue;
}
int lastEventId = movie->_lastEventId.getValOrDefault(el.event, 0);
if (lastEventId && lastEventId == el.eventId && !_passEvent) {
debugC(5, kDebugEvents, "Lingo::processEvents: swallowed event (%s, %s, %s, %d) because _passEvent was false",
_eventHandlerTypes[el.event], scriptType2str(el.scriptType), el.scriptId.asString().c_str(), el.channelId
);
continue;
}
_passEvent = el.passByDefault;
debugC(5, kDebugEvents, "Lingo::processEvents: starting event script (%s, %s, %s, %d)",
_eventHandlerTypes[el.event], scriptType2str(el.scriptType), el.scriptId.asString().c_str(), el.channelId
);
bool completed = processEvent(el.event, el.scriptType, el.scriptId, el.channelId, el.scriptInstance);
movie->_lastEventId[el.event] = el.eventId;
if (_vm->getVersion() >= 600) {
// Reset it for further event processing
g_director->getCurrentMovie()->_currentSpriteNum = 0;
// We need to execute all behaviours before deciding if we pass
// through or not
if (el.scriptType == kScoreScript && el.passByDefault == true) {
behavioursCompleted |= completed;
completed = true;
} else {
completed |= behavioursCompleted;
}
}
if (isInputEvent && !completed) {
debugC(5, kDebugEvents, "Lingo::processEvents: context frozen on an input event, stopping");
LingoState *state = g_director->getCurrentWindow()->getLastFrozenLingoState();
if (state && !state->callstack.empty()) {
_currentInputEvent = state->callstack.front()->sp;
}
break;
}
}
}
bool Lingo::processEvent(LEvent event, ScriptType st, CastMemberID scriptId, int channelId, AbstractObject *obj) {
_currentChannelId = channelId;
if (!_eventHandlerTypes.contains(event))
error("processEvent: Unknown event %d", event);
if (g_director->getVersion() >= 600 && st == kScoreScript && obj) {
if (obj->getMethod(_eventHandlerTypes[event]).type != VOIDSYM) {
g_director->getCurrentMovie()->_currentSpriteNum = channelId;
push(Datum(obj));
LC::call(_eventHandlerTypes[event], 1, false);
return execute();
} else {
return true;
}
}
ScriptContext *script = g_director->getCurrentMovie()->getScriptContext(st, scriptId);
int nargs = 0;
if (script && script->_eventHandlers.contains(event)) {
debugC(1, kDebugEvents, "Lingo::processEvent(%s, %s, %s): executing event handler", _eventHandlerTypes[event], scriptType2str(st), scriptId.asString().c_str());
g_debugger->eventHook(event);
// Normally event handlers are called with no arguments, however RolloverToolkit expects
// the first argument to be the sprite number.
if ((event == kEventMouseEnter && script->_eventHandlers[event].name->equalsIgnoreCase("startRollover")) ||
(event == kEventMouseLeave && script->_eventHandlers[event].name->equalsIgnoreCase("endRollover"))) {
push(Datum(channelId));
nargs = 1;
}
LC::call(script->_eventHandlers[event], nargs, false);
return execute();
} else {
debugC(9, kDebugEvents, "Lingo::processEvent(%s, %s, %s): no handler", _eventHandlerTypes[event], scriptType2str(st), scriptId.asString().c_str());
}
return true;
}
/***********************
* Script Instances
***********************/
void Score::killScriptInstances(int frameNum) {
if (_version < kFileVer600) // No-op for early Directors
return;
if (frameNum < _currentFrame->_mainChannels.scriptSpriteInfo.startFrame ||
frameNum > _currentFrame->_mainChannels.scriptSpriteInfo.endFrame) {
if (_scriptChannelScriptInstance.type == OBJECT) {
_scriptChannelScriptInstance = Datum();
debugC(1, kDebugLingoExec, "Score::killScriptInstances(): Killed script instances for script channel. frame %d [%d-%d]",
frameNum,
_currentFrame->_mainChannels.scriptSpriteInfo.startFrame,
_currentFrame->_mainChannels.scriptSpriteInfo.endFrame);
}
}
for (int i = 0; i < (int)_channels.size(); i++) {
Channel *channel = _channels[i];
if (channel->_scriptInstanceList.size() == 0)
continue;
if (frameNum < channel->_startFrame || frameNum > channel->_endFrame) {
bool prevDis = _disableGoPlayUpdateStage;
_disableGoPlayUpdateStage = true;
_movie->processEvent(kEventEndSprite, i);
_disableGoPlayUpdateStage = prevDis;
channel->_scriptInstanceList.clear();
channel->_sprite->_behaviors.clear();
debugC(1, kDebugLingoExec, "Score::killScriptInstances(): Killed script instances for channel %d. frame %d [%d-%d]",
i + 1, frameNum, channel->_startFrame, channel->_endFrame);
channel->_startFrame = channel->_endFrame = -1;
}
}
}
Datum Score::createScriptInstance(BehaviorElement *behavior) {
// Instantiate the behavior
ScriptContext *scr = _movie->getScriptContext(kScoreScript, behavior->memberID);
// Some movies have behaviors with missing scripts
if (scr == nullptr) {
debugC(7, kDebugLingoExec, "Score::createScriptInstance(): Missing script for behavior %s", behavior->toString().c_str());
return Datum();
}
g_lingo->push(scr);
LC::call("new", 1, true);
Datum instance = g_lingo->pop();
if (instance.type != OBJECT) {
warning("Score::createScriptInstance(): Could not instantiate behavior %s", behavior->toString().c_str());
return Datum();
}
debugC(1, kDebugLingoExec, " Instantiated behavior %s", behavior->toString().c_str());
// No initializer, we are done
if (behavior->initializerIndex == 0)
return instance;
// Evaluate the params
g_lingo->push(behavior->initializerParams);
LB::b_value(1);
g_lingo->execute();
if (debugChannelSet(5, kDebugLingoExec)) {
g_lingo->printStack(" Parsed behavior parameters: ", 0);
}
if (g_lingo->_state->stack.size() == 0) {
warning("Score::createScriptInstance(): Could not evaluate initializer params '%s' for behavior %s",
behavior->initializerParams.c_str(), behavior->toString().c_str());
return instance;
}
Datum proplist = _lingo->pop();
if (proplist.type != PARRAY) {
warning("Score::createScriptInstance(): Could not evaluate initializer params '%s' for behavior %s",
behavior->initializerParams.c_str(), behavior->toString().c_str());
return instance;
}
debugC(2, kDebugLingoExec, " Setting %d properties", proplist.u.parr->arr.size());
for (uint k = 0; k < proplist.u.parr->arr.size(); k++) {
Datum key = proplist.u.parr->arr[k].p;
Datum val = proplist.u.parr->arr[k].v;
instance.u.obj->setProp(key.asString(), val);
}
return instance;
}
void Score::createScriptInstances(int frameNum) {
if (_version < kFileVer600) // No-op for early Directors
return;
if (frameNum >= _currentFrame->_mainChannels.scriptSpriteInfo.startFrame &&
frameNum <= _currentFrame->_mainChannels.scriptSpriteInfo.endFrame) {
// We have no instantiated script
if (_scriptChannelScriptInstance.type != OBJECT) {
if (_currentFrame->_mainChannels.behaviors.size() > 0) {
debugC(1, kDebugLingoExec, "Score::createScriptInstances(): Creating script instances for script channel, frames [%d-%d]",
_currentFrame->_mainChannels.scriptSpriteInfo.startFrame,
_currentFrame->_mainChannels.scriptSpriteInfo.endFrame);
_scriptChannelScriptInstance = createScriptInstance(&_currentFrame->_mainChannels.behaviors[0]);
}
}
}
for (int i = 0; i < (int)_channels.size(); i++) {
Channel *channel = _channels[i];
Sprite *sprite = channel->_sprite;
// The frame does not belong to the range
if (frameNum < channel->_startFrame || frameNum > channel->_endFrame)
continue;
// We create scriptInstance only for new sprites
if (channel->_scriptInstanceList.size() != 0)
continue;
// No behaviors, nothing to do
if (sprite->_behaviors.size() == 0)
continue;
debugC(1, kDebugLingoExec, "Score::createScriptInstances(): Creating script instances for channel %d, %d behaviors, frames [%d-%d]",
i + 1, sprite->_behaviors.size(), channel->_startFrame, channel->_endFrame);
for (uint j = 0; j < sprite->_behaviors.size(); j++) {
Datum instance = createScriptInstance(&sprite->_behaviors[j]);
if (instance.type != OBJECT) {
if (!instance.isVoid())
warning("Score::createScriptInstances(): Could not instantiate behavior %s", sprite->_behaviors[j].toString().c_str());
continue;
}
channel->_scriptInstanceList.push_back(instance);
}
bool prevDis = _disableGoPlayUpdateStage;
_disableGoPlayUpdateStage = true;
_movie->processEvent(kEventBeginSprite, i);
_disableGoPlayUpdateStage = prevDis;
}
}
} // End of namespace Director