#include "anim.h"
#include "main.h"
#include "tools.h"
+#include "events.h"
+#include "screens.h"
/* values for global toon animation definition */
static int game_mode_anim_classes[NUM_GAME_MODES];
static int anim_class_game_modes[NUM_ANIM_CLASSES];
+static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
static int anim_status_last = GAME_MODE_DEFAULT;
static int anim_classes_last = ANIM_CLASS_NONE;
anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
anim_class_game_modes_list[i].game_mode;
+ anim_status_last_before_fading = GAME_MODE_LOADING;
anim_status_last = GAME_MODE_LOADING;
anim_classes_last = ANIM_CLASS_NONE;
}
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)
+ after_fading = TRUE;
+
// ---------- part 1 ------------------------------------------------------
// start or stop global animations by change of game mode
// (special handling of animations for "current screen" and "all screens")
- // stop animations for last screen
- game_mode_anim_action[anim_status_last] = ANIM_STOP;
+ if (global.anim_status_next != anim_status_last_before_fading)
+ {
+ // stop animations for last screen before fading to new screen
+ game_mode_anim_action[anim_status_last] = ANIM_STOP;
- // start animations for current screen
- game_mode_anim_action[global.anim_status] = ANIM_START;
+ // start animations for current screen after fading to new screen
+ game_mode_anim_action[global.anim_status] = ANIM_START;
+ }
// start animations for all screens after loading new artwork set
if (anim_status_last == GAME_MODE_LOADING)
if (drawing_target == DRAW_TO_SCREEN)
{
if (after_fading)
+ {
anim_classes_last = anim_classes_next;
+ anim_status_last_before_fading = global.anim_status;
+ }
anim_status_last = global.anim_status;
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;
static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
{
+ boolean anything_clicked = FALSE;
boolean any_part_clicked = FALSE;
+ boolean any_event_action = FALSE;
int mode_nr;
- for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ // check game modes in reverse draw order (to stop when clicked)
+ for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;
- for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
+ // check animations in reverse draw order (to stop when clicked)
+ for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
{
struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
int part_nr;
- for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
+ // check animation parts in reverse draw order (to stop when clicked)
+ for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
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))
- any_part_clicked = part->clicked = TRUE;
+ {
+ part->clicked = TRUE;
+ anything_clicked = clickConsumed(part);
+ }
+
+ // ... but only handle the first (topmost) clickable animation
+ if (any_part_clicked)
+ continue;
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
+ // 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))
- any_part_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))
- any_part_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 any_part_clicked;
+ return (anything_clicked || any_event_action);
}
static void ResetGlobalAnim_Clickable()