#include "anim.h"
#include "main.h"
#include "tools.h"
+#include "events.h"
+#include "screens.h"
/* values for global toon animation definition */
return TRUE;
}
+static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
+{
+ return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
+}
+
int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
{
struct GlobalAnimPartControlInfo *part;
struct GraphicInfo *c = &anim->control_info;
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
int state, active_part_nr;
+ int i;
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
case ANIM_STOP:
anim->state = ANIM_STATE_INACTIVE;
- {
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- int i;
-
- for (i = 0; i < num_parts; i++)
- StopGlobalAnimSoundAndMusic(&anim->part[i]);
- }
+ for (i = 0; i < num_parts; i++)
+ StopGlobalAnimSoundAndMusic(&anim->part[i]);
return;
if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
{
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- int i;
-
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
anim->mode_nr, anim->nr, num_parts);
part = &anim->part[anim->active_part_nr];
+ // first set all animation parts to "inactive", ...
+ for (i = 0; i < num_parts; i++)
+ anim->part[i].state = ANIM_STATE_INACTIVE;
+
+ // ... then set current animation parts to "running"
part->state = ANIM_STATE_RUNNING;
anim->state = HandleGlobalAnim_Part(part, anim->state);
#endif
}
+static boolean DoGlobalAnim_EventAction(struct GlobalAnimPartControlInfo *part)
+{
+ int anim_event_action = part->control_info.anim_event_action;
+
+ if (anim_event_action == -1)
+ return FALSE;
+
+ boolean action_executed = (DoGadgetAction(anim_event_action) ||
+ DoScreenAction(anim_event_action) ||
+ DoKeysymAction(anim_event_action));
+
+ // check if further actions are allowed to be executed
+ if (part->control_info.style & STYLE_MULTIPLE_ACTIONS)
+ return FALSE;
+
+ return action_executed;
+}
+
static void InitGlobalAnim_Clickable()
{
int mode_nr;
{
boolean anything_clicked = FALSE;
boolean any_part_clicked = FALSE;
+ boolean any_event_action = FALSE;
int mode_nr;
// check game modes in reverse draw order (to stop when clicked)
if (!part->clickable)
continue;
+ if (part->state != ANIM_STATE_RUNNING)
+ continue;
+
// always handle "any" click events (clicking anywhere on screen) ...
if (isClickablePart(part, ANIM_EVENT_ANY))
- anything_clicked = part->clicked = TRUE;
+ {
+ part->clicked = TRUE;
+ anything_clicked = clickConsumed(part);
+ }
// ... but only handle the first (topmost) clickable animation
if (any_part_clicked)
if (isClickedPart(part, mx, my, clicked))
{
#if 0
- printf("::: %d.%d CLICKED\n", anim_nr, part_nr);
+ printf("::: %d.%d CLICKED [%d]\n", anim_nr, part_nr,
+ part->control_info.anim_event_action);
#endif
- any_part_clicked = TRUE;
+ // after executing event action, ignore any further actions
+ if (!any_event_action && DoGlobalAnim_EventAction(part))
+ any_event_action = TRUE;
+
+ // determine if mouse clicks should be blocked from other animations
+ any_part_clicked = clickConsumed(part);
if (isClickablePart(part, ANIM_EVENT_SELF))
- anything_clicked = part->clicked = TRUE;
+ {
+ part->clicked = TRUE;
+ anything_clicked = clickConsumed(part);
+ }
// check if this click is defined to trigger other animations
int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
{
struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
+ if (part2->state != ANIM_STATE_RUNNING)
+ continue;
+
if (isClickablePart(part2, mask))
- anything_clicked = part2->clicked = TRUE;
+ {
+ part2->clicked = TRUE;
+ anything_clicked = clickConsumed(part); // click was on "part"!
+
+#if 0
+ printf("::: %d.%d TRIGGER CLICKED [%d]\n", anim2_nr, part2_nr,
+ part2->control_info.anim_event_action);
+#endif
+
+ // after executing event action, ignore any further actions
+ if (!any_event_action && DoGlobalAnim_EventAction(part2))
+ any_event_action = TRUE;
+ }
#if 0
struct GraphicInfo *c = &part2->control_info;
}
}
- return anything_clicked;
+ return (anything_clicked || any_event_action);
}
static void ResetGlobalAnim_Clickable()