#include "screens.h"
+#define DEBUG_ANIM_DELAY 0
#define DEBUG_ANIM_EVENTS 0
};
// 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
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)
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();
+ }
+
+ if (gfx.cursor_mode_override != last_cursor_mode_override)
+ SetMouseCursor(gfx.cursor_mode);
}
static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
}
else if (part->control_info.class == get_hash_from_key("pointer"))
{
- viewport_x = gfx.mouse_x + part->control_info.x;
- viewport_y = gfx.mouse_y + part->control_info.y;
+ int mx = MIN(MAX(0, gfx.mouse_x), WIN_XSIZE - 1);
+ int my = MIN(MAX(0, gfx.mouse_y), WIN_YSIZE - 1);
+
+ 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"))
{
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;
}
}
+static void HandleGlobalAnimDelay(struct GlobalAnimPartControlInfo *part,
+ int delay_type, char *info_text)
+{
+#if DEBUG_ANIM_DELAY
+ printf("::: %d.%d %s\n", 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)
{
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;
{
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;
#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;
- PushUserEvent(USEREVENT_ANIM_EVENT_ACTION, anim_event_action, 0);
+ 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)
}
}
+ if (anything_clicked)
+ {
+ handle_click = TRUE;
+
+ HandleGlobalAnim(ANIM_CONTINUE, game_status);
+
+ handle_click = FALSE;
+ }
+
return (anything_clicked || any_event_action);
}