#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];
if (anim_event_action == -1)
return FALSE;
- return DoGadgetAction(anim_event_action);
+ 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()
{
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)
// 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)
part->control_info.anim_event_action);
#endif
- // after executing event action, force click to be ignored
- if (DoGlobalAnim_EventAction(part))
- return TRUE;
+ // after executing event action, ignore any further actions
+ if (!any_event_action && DoGlobalAnim_EventAction(part))
+ any_event_action = TRUE;
- any_part_clicked = 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"
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, force click to be ignored
- if (DoGlobalAnim_EventAction(part2))
- return TRUE;
+ // after executing event action, ignore any further actions
+ if (!any_event_action && DoGlobalAnim_EventAction(part2))
+ any_event_action = TRUE;
}
#if 0
}
}
- return anything_clicked;
+ return (anything_clicked || any_event_action);
}
static void ResetGlobalAnim_Clickable()