// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// anim.c
// ============================================================================
#include "screens.h"
+#define DEBUG_ANIM_DELAY 0
#define DEBUG_ANIM_EVENTS 0
int step_xoffset, step_yoffset;
unsigned int initial_anim_sync_frame;
+ unsigned int anim_random_frame;
unsigned int step_delay, step_delay_value;
int init_delay_counter;
{ GAME_MODE_TITLE_3, ANIM_CLASS_TITLE },
{ GAME_MODE_TITLE_4, ANIM_CLASS_TITLE },
{ GAME_MODE_TITLE_5, ANIM_CLASS_TITLE },
+ { GAME_MODE_NAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
{ GAME_MODE_LEVELS, ANIM_CLASS_TOONS_MENU_SUBMENU },
{ GAME_MODE_LEVELNR, ANIM_CLASS_TOONS_MENU_SUBMENU },
{ GAME_MODE_INFO, ANIM_CLASS_TOONS_MENU_SUBMENU },
{ GAME_MODE_SETUP, ANIM_CLASS_TOONS_MENU_SUBMENU },
+ { GAME_MODE_PSEUDO_NAMESONLY, ANIM_CLASS_TOONS_MENU_SUBMENU },
+ { GAME_MODE_PSEUDO_TYPENAMES, ANIM_CLASS_TOONS_MENU_SUBMENU },
{ GAME_MODE_PSEUDO_MAINONLY, ANIM_CLASS_TOONS_MENU_MAIN },
{ GAME_MODE_PSEUDO_TYPENAME, ANIM_CLASS_TOONS_MENU_MAIN },
{ GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
};
// forward declaration for internal use
+static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *, int);
static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *);
static void HandleGlobalAnim(int, int);
static void DoAnimationExt(void);
static boolean drawing_to_fading_buffer = FALSE;
+static boolean handle_click = FALSE;
+
// ============================================================================
// generic animation frame calculation
{
int frame = 0;
+ if (delay < 1) // delay must be at least 1
+ delay = 1;
+
sync_frame += start_frame * delay;
if (mode & ANIM_LOOP) // looping animation
part->control_info.y = ARG_UNDEFINED_VALUE;
part->initial_anim_sync_frame = 0;
+ part->anim_random_frame = -1;
part->step_delay = 0;
part->step_delay_value = graphic_info[control].step_delay;
continue;
#if 0
- printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
- m, a, p, mode_nr, anim_nr, part_nr, control);
+ Debug("anim:InitGlobalAnimControls",
+ "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
+ m, a, p, mode_nr, anim_nr, part_nr, control);
#endif
#if 0
- printf("::: mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]\n",
- m, a, p, mode_nr, anim_nr, part_nr, sound);
+ Debug("anim:InitGlobalAnimControls",
+ "mode == %d, anim = %d, part = %d [%d, %d, %d] [%d]",
+ m, a, p, mode_nr, anim_nr, part_nr, sound);
#endif
part->old_nr = p;
part->control_info = graphic_info[control];
part->initial_anim_sync_frame = 0;
+ part->anim_random_frame = -1;
part->step_delay = 0;
part->step_delay_value = graphic_info[control].step_delay;
anim->base = *part;
anim->has_base = TRUE;
}
+
+ // apply special settings for pointer-style animations
+ if (part->control_info.class == get_hash_from_key("pointer"))
+ {
+ // force animation to be on top (must set anim and part control)
+ if (anim->control_info.draw_order == 0)
+ anim->control_info.draw_order = 1000000;
+ if (part->control_info.draw_order == 0)
+ part->control_info.draw_order = 1000000;
+
+ // force animation to pass-through clicks (must set part control)
+ if (part->control_info.style == STYLE_DEFAULT)
+ part->control_info.style |= STYLE_PASSTHROUGH;
+ }
}
if (anim->num_parts > 0 || anim->has_base)
if (drawing_target == DRAW_TO_FADE_TARGET)
after_fading = TRUE;
- // special case: changing from/to this screen is done without fading
- if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
- anim_status_last == GAME_MODE_PSEUDO_TYPENAME)
+ // special case: changing from/to these screens is done without fading
+ if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
+ global.anim_status == GAME_MODE_PSEUDO_TYPENAMES ||
+ anim_status_last == GAME_MODE_PSEUDO_TYPENAME ||
+ anim_status_last == GAME_MODE_PSEUDO_TYPENAMES)
after_fading = TRUE;
// ---------- part 1 ------------------------------------------------------
(g->draw_masked ? BlitBitmapMasked : BlitBitmap);
void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
(g->draw_masked ? BlitToScreenMasked : BlitToScreen);
+ int last_anim_random_frame = gfx.anim_random_frame;
if (!(part->state & ANIM_STATE_RUNNING))
continue;
dst_y += part->viewport_y;
sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
+
+ // re-initialize random animation frame after animation delay
+ if (g->anim_mode == ANIM_RANDOM &&
+ sync_frame % g->anim_delay == 0 &&
+ sync_frame > 0)
+ part->anim_random_frame = GetSimpleRandom(g->anim_frames);
+
+ gfx.anim_random_frame = part->anim_random_frame;
+
frame = getAnimationFrame(g->anim_frames, g->anim_delay,
g->anim_mode, g->anim_start_frame,
sync_frame);
+ gfx.anim_random_frame = last_anim_random_frame;
+
getFixedGraphicSource(part->graphic, frame, &src_bitmap,
&src_x, &src_y);
void DrawGlobalAnimations(int drawing_target, int drawing_stage)
{
+ int last_cursor_mode_override = gfx.cursor_mode_override;
+
if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_1)
+ {
ResetGlobalAnim_Clickable();
+ gfx.cursor_mode_override = CURSOR_UNDEFINED;
+ }
+
DrawGlobalAnimationsExt(drawing_target, drawing_stage);
if (drawing_stage == DRAW_GLOBAL_ANIM_STAGE_2)
+ {
ResetGlobalAnim_Clicked();
+ }
+
+ DrawEnvelopeRequestToScreen(drawing_target, drawing_stage);
+
+ if (gfx.cursor_mode_override != last_cursor_mode_override)
+ SetMouseCursor(gfx.cursor_mode);
}
static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
int viewport_height;
boolean changed = FALSE;
- if (part->last_anim_status == global.anim_status)
+ if (part->last_anim_status == global.anim_status &&
+ part->control_info.class != get_hash_from_key("pointer"))
return FALSE;
part->last_anim_status = global.anim_status;
part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
}
+ else if (part->control_info.class == get_hash_from_key("pointer"))
+ {
+ int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
+ int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
+
+ // prevent displaying off-screen custom mouse cursor in upper left corner
+ if (gfx.mouse_x == POS_OFFSCREEN &&
+ gfx.mouse_y == POS_OFFSCREEN)
+ mx = my = POS_OFFSCREEN;
+
+ viewport_x = mx - part->control_info.x;
+ viewport_y = my - part->control_info.y;
+ viewport_width = part->graphic_info.width;
+ viewport_height = part->graphic_info.height;
+
+ part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_2;
+
+ // do not use global animation mouse pointer when reloading artwork
+ if (global.anim_status != GAME_MODE_LOADING)
+ gfx.cursor_mode_override = CURSOR_NONE;
+ }
else if (part->control_info.class == get_hash_from_key("door_1"))
{
viewport_x = DX;
part->viewport_width = viewport_width;
part->viewport_height = viewport_height;
- changed = TRUE;
+ if (part->control_info.class != get_hash_from_key("pointer"))
+ changed = TRUE;
}
return changed;
PlaySound(sound);
#if 0
- printf("::: PLAY SOUND %d.%d.%d: %d\n",
+ Debug("anim:PlayGlobalAnimSound", "PLAY SOUND %d.%d.%d: %d",
part->anim_nr, part->nr, part->mode_nr, sound);
#endif
}
StopSound(sound);
#if 0
- printf("::: STOP SOUND %d.%d.%d: %d\n",
- part->anim_nr, part->nr, part->mode_nr, sound);
+ Debug("anim:StopGlobalAnimSound", "STOP SOUND %d.%d.%d: %d",
+ part->anim_nr, part->nr, part->mode_nr, sound);
#endif
}
PlayMusic(music);
#if 0
- printf("::: PLAY MUSIC %d.%d.%d: %d\n",
- part->anim_nr, part->nr, part->mode_nr, music);
+ Debug("anim:PlayGlobalAnimMusic", "PLAY MUSIC %d.%d.%d: %d",
+ part->anim_nr, part->nr, part->mode_nr, music);
#endif
}
StopMusic();
#if 0
- printf("::: STOP MUSIC %d.%d.%d: %d\n",
- part->anim_nr, part->nr, part->mode_nr, music);
+ Debug("anim:StopGlobalAnimMusic", "STOP MUSIC %d.%d.%d: %d",
+ part->anim_nr, part->nr, part->mode_nr, music);
#endif
}
return TRUE;
}
+static boolean clickBlocked(struct GlobalAnimPartControlInfo *part)
+{
+ return (part->control_info.style & STYLE_BLOCK ? TRUE : FALSE);
+}
+
static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
{
return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
}
static void InitGlobalAnim_Triggered(struct GlobalAnimPartControlInfo *part,
- boolean *anything_clicked,
+ boolean *click_consumed,
boolean *any_event_action,
int event_value, char *info_text)
{
{
struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
- if (part2->state != ANIM_STATE_RUNNING)
+ if (!(part2->state & ANIM_STATE_RUNNING))
continue;
if (isClickablePart(part2, mask))
{
part2->triggered = TRUE;
- *anything_clicked = clickConsumed(part); // click was on "part"!
+ *click_consumed |= clickConsumed(part); // click was on "part"!
#if DEBUG_ANIM_EVENTS
- printf("::: => %d.%d TRIGGERED BY %s OF %d.%d\n",
- part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Triggered",
+ "%d.%d TRIGGERED BY %s OF %d.%d",
+ part2->old_anim_nr + 1, part2->old_nr + 1, info_text,
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
#if 0
- printf("::: %d.%d TRIGGER CLICKED [%d]\n", anim2_nr, part2_nr,
- part2->control_info.anim_event_action);
+ Debug("anim:InitGlobalAnim_Triggered",
+ "%d.%d TRIGGER CLICKED [%d]", anim2_nr, part2_nr,
+ part2->control_info.anim_event_action);
#endif
// after executing event action, ignore any further actions
#if 0
struct GraphicInfo *c = &part2->control_info;
- printf("::: - %d.%d: 0x%08x, 0x%08x [0x%08x]",
- anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
-
if (isClickablePart(part2, mask))
- printf(" <--- TRIGGERED BY %d.%d",
- anim_nr, part_nr);
-
- printf("\n");
+ Debug("anim:InitGlobalAnim_Triggered",
+ "%d.%d: 0x%08x, 0x%08x [0x%08x] <--- TRIGGERED BY %d.%d",
+ anim2_nr, part2_nr, c->init_event, c->anim_event, mask,
+ anim_nr, part_nr);
+ else
+ Debug("anim:InitGlobalAnim_Triggered",
+ "%d.%d: 0x%08x, 0x%08x [0x%08x]",
+ anim2_nr, part2_nr, c->init_event, c->anim_event, mask);
#endif
}
}
}
+static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
+ int delay_type, char *info_text)
+{
+#if DEBUG_ANIM_DELAY
+ Debug("anim:HandleGlobalAnimDelay", "%d.%d %s",
+ part->old_anim_nr + 1, part->old_nr + 1, info_text);
+#endif
+
+ DoGlobalAnim_DelayAction(part, delay_type);
+}
+
static void HandleGlobalAnimEvent(struct GlobalAnimPartControlInfo *part,
int event_value, char *info_text)
{
#if DEBUG_ANIM_EVENTS
- printf("::: %d.%d %s\n", part->old_anim_nr + 1, part->old_nr + 1, info_text);
+ Debug("anim:HandleGlobalAnimEvent", "%d.%d %s",
+ part->old_anim_nr + 1, part->old_nr + 1, info_text);
#endif
- boolean anything_clicked = FALSE;
+ boolean click_consumed = FALSE;
boolean any_event_action = FALSE;
// check if this event is defined to trigger other animations
- InitGlobalAnim_Triggered(part, &anything_clicked, &any_event_action,
+ InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
event_value, info_text);
}
static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
int state)
{
+ if (handle_click && !part->clicked)
+ return state;
+
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
struct GraphicInfo *g = &part->graphic_info;
part->anim_delay_counter =
(c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
+ part->post_delay_counter = 0;
+
part->init_event_state = (c->init_event != ANIM_EVENT_UNDEFINED);
part->anim_event_state = (c->anim_event != ANIM_EVENT_UNDEFINED);
part->initial_anim_sync_frame =
(g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
+ // do not re-initialize random animation frame after fade-in
+ if (part->anim_random_frame == -1)
+ part->anim_random_frame = GetSimpleRandom(g->anim_frames);
+
if (c->direction & MV_HORIZONTAL)
{
int pos_bottom = part->viewport_height - g->height;
part->step_yoffset = 0;
}
- if (c->x != ARG_UNDEFINED_VALUE)
- part->x = c->x;
- if (c->y != ARG_UNDEFINED_VALUE)
- part->y = c->y;
+ if (part->control_info.class != get_hash_from_key("pointer"))
+ {
+ if (c->x != ARG_UNDEFINED_VALUE)
+ part->x = c->x;
+ if (c->y != ARG_UNDEFINED_VALUE)
+ part->y = c->y;
+ }
if (c->position == POS_LAST &&
anim->last_x > -g->width && anim->last_x < part->viewport_width &&
{
PlayGlobalAnimSoundAndMusic(part);
+ HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
}
else
PlayGlobalAnimSoundAndMusic(part);
+ HandleGlobalAnimDelay(part, ANIM_DELAY_INIT, "START [INIT_DELAY]");
HandleGlobalAnimEvent(part, ANIM_EVENT_START, "START [ANIM]");
}
StopGlobalAnimSoundAndMusic(part);
- HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
+ HandleGlobalAnimDelay(part, ANIM_DELAY_ANIM, "END [ANIM_DELAY]");
+ HandleGlobalAnimEvent(part, ANIM_EVENT_END, "END [ANIM_DELAY/EVENT]");
part->post_delay_counter =
(c->post_delay_fixed + GetSimpleRandom(c->post_delay_random));
if (part->post_delay_counter == 0)
{
+ HandleGlobalAnimDelay(part, ANIM_DELAY_POST, "END [POST_DELAY]");
HandleGlobalAnimEvent(part, ANIM_EVENT_POST, "END [POST_DELAY]");
return ANIM_STATE_RESTART;
static unsigned int last_counter = -1;
unsigned int counter = Counter();
- printf("::: NEXT ANIM PART [%d, %d]\n",
- anim_sync_frame, counter - last_counter);
+ Debug("anim:HandleGlobalAnim_Part", "NEXT ANIM PART [%d, %d]",
+ anim_sync_frame, counter - last_counter);
last_counter = counter;
}
int i;
#if 0
- printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
+ Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
anim->mode_nr, anim->nr, anim->num_parts);
- printf("::: %d, %d, %d\n", global.num_toons, setup.toons, num_toons);
+ Debug("anim:HandleGlobalAnim_Main",
+ "%d, %d, %d", global.num_toons, setup.toons, num_toons);
#endif
#if 0
- printf("::: %s(%d): %d, %d, %d [%d]\n",
- (action == ANIM_START ? "ANIM_START" :
- action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
- action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
- anim->nr,
- anim->state & ANIM_STATE_RESTART,
- anim->state & ANIM_STATE_WAITING,
- anim->state & ANIM_STATE_RUNNING,
- anim->num_parts);
+ Debug("anim:HandleGlobalAnim_Main", "%s(%d): %d, %d, %d [%d]",
+ (action == ANIM_START ? "ANIM_START" :
+ action == ANIM_CONTINUE ? "ANIM_CONTINUE" :
+ action == ANIM_STOP ? "ANIM_STOP" : "(should not happen)"),
+ anim->nr,
+ anim->state & ANIM_STATE_RESTART,
+ anim->state & ANIM_STATE_WAITING,
+ anim->state & ANIM_STATE_RUNNING,
+ anim->num_parts);
#endif
switch (action)
if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
{
#if 0
- printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
- anim->mode_nr, anim->nr, num_parts);
+ Debug("anim:HandleGlobalAnim_Main", "%d, %d => %d",
+ anim->mode_nr, anim->nr, num_parts);
#endif
for (i = 0; i < num_parts; i++)
int i;
#if 0
- printf("::: HandleGlobalAnim_Mode: %d => %d\n",
- ctrl->nr, ctrl->num_anims);
+ Debug("anim:HandleGlobalAnim_Mode", "%d => %d", ctrl->nr, ctrl->num_anims);
#endif
for (i = 0; i < ctrl->num_anims; i++)
static void HandleGlobalAnim(int action, int game_mode)
{
#if 0
- printf("::: HandleGlobalAnim [mode == %d]\n", game_status);
+ Debug("anim:HandleGlobalAnim", "mode == %d", game_status);
#endif
HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
int i;
#if 0
- printf("::: DoAnimation [%d, %d]\n", anim_sync_frame, Counter());
+ Debug("anim:DoAnimationExt", "%d, %d", anim_sync_frame, Counter());
#endif
// global animations now synchronized with frame delay of screen update
#endif
}
+static void DoGlobalAnim_DelayAction(struct GlobalAnimPartControlInfo *part,
+ int delay_type)
+{
+ int delay_action =
+ (delay_type == ANIM_DELAY_INIT ? part->control_info.init_delay_action :
+ delay_type == ANIM_DELAY_ANIM ? part->control_info.anim_delay_action :
+ delay_type == ANIM_DELAY_POST ? part->control_info.post_delay_action :
+ ANIM_DELAY_ACTION_NONE);
+
+ if (delay_action == ANIM_DELAY_ACTION_NONE)
+ return;
+
+ PushUserEvent(USEREVENT_ANIM_DELAY_ACTION, delay_action, 0);
+}
+
static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
{
- int anim_event_action = part->control_info.anim_event_action;
+ int event_action = (part->init_event_state ?
+ part->control_info.init_event_action :
+ part->control_info.anim_event_action);
- if (anim_event_action == -1)
+ if (event_action == ANIM_EVENT_ACTION_NONE)
return FALSE;
- boolean action_executed = (DoGadgetAction(anim_event_action) ||
- DoScreenAction(anim_event_action) ||
- DoKeysymAction(anim_event_action));
+ PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, event_action, 0);
// check if further actions are allowed to be executed
if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
return FALSE;
- return action_executed;
+ return TRUE;
}
static void InitGlobalAnim_Clickable(void)
static boolean InitGlobalAnim_Clicked(int mx, int my, int clicked_event)
{
+ boolean click_consumed = FALSE;
boolean anything_clicked = FALSE;
boolean any_part_clicked = FALSE;
boolean any_event_action = FALSE;
int mode_nr;
+ int i;
// check game modes in reverse draw order (to stop when clicked)
for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
if (!part->clickable)
continue;
- if (part->state != ANIM_STATE_RUNNING)
+ if (!(part->state & ANIM_STATE_RUNNING))
continue;
// always handle "any" click events (clicking anywhere on screen) ...
isClickablePart(part, ANIM_EVENT_ANY))
{
#if DEBUG_ANIM_EVENTS
- printf("::: => %d.%d TRIGGERED BY ANY\n",
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY ANY",
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
- part->clicked = TRUE;
- anything_clicked = clickConsumed(part);
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
}
// always handle "unclick:any" events (releasing anywhere on screen) ...
isClickablePart(part, ANIM_EVENT_UNCLICK_ANY))
{
#if DEBUG_ANIM_EVENTS
- printf("::: => %d.%d TRIGGERED BY UNCLICK:ANY\n",
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY UNCLICK:ANY",
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
- part->clicked = TRUE;
- anything_clicked = clickConsumed(part);
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
}
// ... but only handle the first (topmost) clickable animation
isClickedPart(part, mx, my, TRUE))
{
#if 0
- printf("::: %d.%d CLICKED [%d]\n", anim_nr, part_nr,
- part->control_info.anim_event_action);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d CLICKED [%d]",
+ anim_nr, part_nr, part->control_info.anim_event_action);
#endif
// after executing event action, ignore any further actions
any_event_action = TRUE;
// determine if mouse clicks should be blocked from other animations
- any_part_clicked = clickConsumed(part);
+ any_part_clicked |= clickConsumed(part);
if (isClickablePart(part, ANIM_EVENT_SELF))
{
#if DEBUG_ANIM_EVENTS
- printf("::: => %d.%d TRIGGERED BY SELF\n",
- part->old_anim_nr + 1, part->old_nr + 1);
+ Debug("anim:InitGlobalAnim_Clicked", "%d.%d TRIGGERED BY SELF",
+ part->old_anim_nr + 1, part->old_nr + 1);
#endif
- part->clicked = TRUE;
- anything_clicked = clickConsumed(part);
+ anything_clicked = part->clicked = TRUE;
+ click_consumed |= clickConsumed(part);
}
+ // determine if mouse clicks should be blocked by this animation
+ click_consumed |= clickBlocked(part);
+
// check if this click is defined to trigger other animations
- InitGlobalAnim_Triggered(part, &anything_clicked, &any_event_action,
+ InitGlobalAnim_Triggered(part, &click_consumed, &any_event_action,
ANIM_EVENT_CLICK, "CLICK");
}
}
}
}
- return (anything_clicked || any_event_action);
+ if (anything_clicked)
+ {
+ handle_click = TRUE;
+
+ for (i = 0; i < NUM_GAME_MODES; i++)
+ HandleGlobalAnim(ANIM_CONTINUE, i);
+
+ handle_click = FALSE;
+
+ // prevent ignoring release event if processed within same game frame
+ StopProcessingEvents();
+ }
+
+ return (click_consumed || any_event_action);
}
static void ResetGlobalAnim_Clickable(void)
InitGlobalAnim_Clicked(-1, -1, ANIM_CLICKED_RESET);
}
-boolean HandleGlobalAnimClicks(int mx, int my, int button)
+boolean HandleGlobalAnimClicks(int mx, int my, int button, boolean force_click)
{
static boolean click_consumed = FALSE;
static int last_button = 0;
boolean release_event;
boolean click_consumed_current = click_consumed;
+ if (button != 0 && force_click)
+ last_button = 0;
+
// check if button state has changed since last invocation
press_event = (button != 0 && last_button == 0);
release_event = (button == 0 && last_button != 0);