#include "anim.h"
#include "main.h"
#include "tools.h"
+#include "files.h"
+#include "events.h"
+#include "screens.h"
-/* values for global toon animation definition */
+// values for global toon animation definition
#define NUM_GLOBAL_TOON_ANIMS 1
#define NUM_GLOBAL_TOON_PARTS MAX_NUM_TOONS
-/* values for global animation definition (including toons) */
+// values for global animation definition (including toons)
#define NUM_GLOBAL_ANIMS_AND_TOONS (NUM_GLOBAL_ANIMS + \
NUM_GLOBAL_TOON_ANIMS)
#define NUM_GLOBAL_ANIM_PARTS_AND_TOONS MAX(NUM_GLOBAL_ANIM_PARTS_ALL, \
#define ANIM_CLASS_BIT_TITLE_INITIAL 0
#define ANIM_CLASS_BIT_TITLE 1
#define ANIM_CLASS_BIT_MAIN 2
-#define ANIM_CLASS_BIT_SUBMENU 3
-#define ANIM_CLASS_BIT_MENU 4
-#define ANIM_CLASS_BIT_TOONS 5
+#define ANIM_CLASS_BIT_SCORES 3
+#define ANIM_CLASS_BIT_SUBMENU 4
+#define ANIM_CLASS_BIT_MENU 5
+#define ANIM_CLASS_BIT_TOONS 6
+#define ANIM_CLASS_BIT_NO_TITLE 7
-#define NUM_ANIM_CLASSES 6
+#define NUM_ANIM_CLASSES 8
#define ANIM_CLASS_NONE 0
#define ANIM_CLASS_TITLE_INITIAL (1 << ANIM_CLASS_BIT_TITLE_INITIAL)
#define ANIM_CLASS_TITLE (1 << ANIM_CLASS_BIT_TITLE)
#define ANIM_CLASS_MAIN (1 << ANIM_CLASS_BIT_MAIN)
+#define ANIM_CLASS_SCORES (1 << ANIM_CLASS_BIT_SCORES)
#define ANIM_CLASS_SUBMENU (1 << ANIM_CLASS_BIT_SUBMENU)
#define ANIM_CLASS_MENU (1 << ANIM_CLASS_BIT_MENU)
#define ANIM_CLASS_TOONS (1 << ANIM_CLASS_BIT_TOONS)
+#define ANIM_CLASS_NO_TITLE (1 << ANIM_CLASS_BIT_NO_TITLE)
-#define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
- ANIM_CLASS_MENU | \
- ANIM_CLASS_MAIN)
+#define ANIM_CLASS_TOONS_SCORES (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_SCORES | \
+ ANIM_CLASS_NO_TITLE)
-#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
- ANIM_CLASS_MENU | \
- ANIM_CLASS_SUBMENU)
+#define ANIM_CLASS_TOONS_MENU_MAIN (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_MENU | \
+ ANIM_CLASS_MAIN | \
+ ANIM_CLASS_NO_TITLE)
-/* values for global animation states */
+#define ANIM_CLASS_TOONS_MENU_SUBMENU (ANIM_CLASS_TOONS | \
+ ANIM_CLASS_MENU | \
+ ANIM_CLASS_SUBMENU | \
+ ANIM_CLASS_NO_TITLE)
+
+// values for global animation states
#define ANIM_STATE_INACTIVE 0
#define ANIM_STATE_RESTART (1 << 0)
#define ANIM_STATE_WAITING (1 << 1)
#define ANIM_STATE_RUNNING (1 << 2)
-/* values for global animation control */
+// values for global animation control
#define ANIM_NO_ACTION 0
#define ANIM_START 1
#define ANIM_CONTINUE 2
boolean has_base; // animation has base/main/default animation part
+ int last_x, last_y;
+
int init_delay_counter;
int state;
{ GAME_MODE_SETUP, 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_SCORES, ANIM_CLASS_TOONS },
+ { GAME_MODE_PSEUDO_SCORESOLD, ANIM_CLASS_TOONS_SCORES },
+ { GAME_MODE_PSEUDO_SCORESNEW, ANIM_CLASS_TOONS_SCORES },
+ { GAME_MODE_EDITOR, ANIM_CLASS_NO_TITLE },
+ { GAME_MODE_PLAYING, ANIM_CLASS_NO_TITLE },
{ -1, -1 }
};
{ ANIM_CLASS_BIT_TITLE_INITIAL, GAME_MODE_TITLE_INITIAL },
{ ANIM_CLASS_BIT_TITLE, GAME_MODE_TITLE },
{ ANIM_CLASS_BIT_MAIN, GAME_MODE_MAIN },
+ { ANIM_CLASS_BIT_SCORES, GAME_MODE_SCORES },
{ ANIM_CLASS_BIT_SUBMENU, GAME_MODE_PSEUDO_SUBMENU },
{ ANIM_CLASS_BIT_MENU, GAME_MODE_PSEUDO_MENU },
{ ANIM_CLASS_BIT_TOONS, GAME_MODE_PSEUDO_TOONS },
+ { ANIM_CLASS_BIT_NO_TITLE, GAME_MODE_PSEUDO_NO_TITLE },
{ -1, -1 }
};
-/* forward declaration for internal use */
+// forward declaration for internal use
static void HandleGlobalAnim(int, int);
static void DoAnimationExt(void);
-static void ResetGlobalAnim_Clickable();
-static void ResetGlobalAnim_Clicked();
+static void ResetGlobalAnim_Clickable(void);
+static void ResetGlobalAnim_Clicked(void);
static struct GlobalAnimControlInfo global_anim_ctrl[NUM_GAME_MODES];
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;
static boolean drawing_to_fading_buffer = FALSE;
-/* ========================================================================= */
-/* generic animation frame calculation */
-/* ========================================================================= */
+// ============================================================================
+// generic animation frame calculation
+// ============================================================================
int getAnimationFrame(int num_frames, int delay, int mode, int start_frame,
int sync_frame)
sync_frame += start_frame * delay;
- if (mode & ANIM_LOOP) /* looping animation */
+ if (mode & ANIM_LOOP) // looping animation
{
frame = (sync_frame % (delay * num_frames)) / delay;
}
- else if (mode & ANIM_LINEAR) /* linear (non-looping) animation */
+ else if (mode & ANIM_LINEAR) // linear (non-looping) animation
{
frame = sync_frame / delay;
if (frame > num_frames - 1)
frame = num_frames - 1;
}
- else if (mode & ANIM_PINGPONG) /* oscillate (border frames once) */
+ else if (mode & ANIM_PINGPONG) // oscillate (border frames once)
{
int max_anim_frames = (num_frames > 1 ? 2 * num_frames - 2 : 1);
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame);
}
- else if (mode & ANIM_PINGPONG2) /* oscillate (border frames twice) */
+ else if (mode & ANIM_PINGPONG2) // oscillate (border frames twice)
{
int max_anim_frames = 2 * num_frames;
frame = (sync_frame % (delay * max_anim_frames)) / delay;
frame = (frame < num_frames ? frame : max_anim_frames - frame - 1);
}
- else if (mode & ANIM_RANDOM) /* play frames in random order */
+ else if (mode & ANIM_RANDOM) // play frames in random order
{
- /* note: expect different frames for the same delay cycle! */
+ // note: expect different frames for the same delay cycle!
if (gfx.anim_random_frame < 0)
frame = GetSimpleRandom(num_frames);
frame = sync_frame % num_frames;
}
- if (mode & ANIM_REVERSE) /* use reverse animation direction */
+ if (mode & ANIM_REVERSE) // use reverse animation direction
frame = num_frames - frame - 1;
return frame;
}
-/* ========================================================================= */
-/* global animation functions */
-/* ========================================================================= */
+// ============================================================================
+// global animation functions
+// ============================================================================
static int getGlobalAnimationPart(struct GlobalAnimMainControlInfo *anim)
{
return compare_result;
}
-static void InitToonControls()
+static void InitToonControls(void)
{
int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr_toons];
anim->has_base = FALSE;
+ anim->last_x = POS_OFFSCREEN;
+ anim->last_y = POS_OFFSCREEN;
+
anim->init_delay_counter = 0;
anim->state = ANIM_STATE_INACTIVE;
ctrl->num_anims++;
}
-void InitGlobalAnimControls()
+static void InitGlobalAnimControls(void)
{
int i, m, a, p;
int mode_nr, anim_nr, part_nr;
anim->has_base = FALSE;
+ anim->last_x = POS_OFFSCREEN;
+ anim->last_y = POS_OFFSCREEN;
+
anim->init_delay_counter = 0;
anim->state = ANIM_STATE_INACTIVE;
InitToonControls();
- /* sort all animations according to draw_order and animation number */
+ // sort all animations according to draw_order and animation number
for (m = 0; m < NUM_GAME_MODES; m++)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[m];
- /* sort all main animations for this game mode */
+ // sort all main animations for this game mode
qsort(ctrl->anim, ctrl->num_anims,
sizeof(struct GlobalAnimMainControlInfo),
compareGlobalAnimMainControlInfo);
{
struct GlobalAnimMainControlInfo *anim = &ctrl->anim[a];
- /* sort all animation parts for this main animation */
+ // sort all animation parts for this main animation
qsort(anim->part, anim->num_parts,
sizeof(struct GlobalAnimPartControlInfo),
compareGlobalAnimPartControlInfo);
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;
}
-void InitGlobalAnimations()
+void InitGlobalAnimations(void)
{
InitGlobalAnimControls();
}
-void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
+static void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
{
Bitmap *fade_bitmap =
(drawing_target == DRAW_TO_FADE_SOURCE ? gfx.fade_bitmap_source :
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;
int cut_y = 0;
int sync_frame;
int frame;
+ void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) =
+ (g->draw_masked ? BlitBitmapMasked : BlitBitmap);
+ void (*blit_screen)(Bitmap *, int, int, int, int, int, int) =
+ (g->draw_masked ? BlitToScreenMasked : BlitToScreen);
if (!(part->state & ANIM_STATE_RUNNING))
continue;
src_y += cut_y;
if (drawing_target == DRAW_TO_SCREEN)
- BlitToScreenMasked(src_bitmap, src_x, src_y, width, height,
- dst_x, dst_y);
+ blit_screen(src_bitmap, src_x, src_y, width, height,
+ dst_x, dst_y);
else
- BlitBitmapMasked(src_bitmap, fade_bitmap, src_x, src_y, width, height,
- dst_x, dst_y);
+ blit_bitmap(src_bitmap, fade_bitmap, src_x, src_y, width, height,
+ dst_x, dst_y);
}
}
}
ResetGlobalAnim_Clicked();
}
-boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
+static boolean SetGlobalAnimPart_Viewport(struct GlobalAnimPartControlInfo *part)
{
int viewport_x;
int viewport_y;
if (!setup.sound_music)
return;
- PlayMusic(music);
+ if (IS_LOOP_MUSIC(music))
+ PlayMusicLoop(music);
+ else
+ PlayMusic(music);
#if 0
printf("::: PLAY MUSIC %d.%d.%d: %d\n",
StopGlobalAnimMusic(part);
}
-static boolean matchesAnimEventMask(int bits, int mask)
+static void PlayGlobalAnimSoundIfLoop(struct GlobalAnimPartControlInfo *part)
{
- return (bits & (mask & ANIM_EVENT_CLICK_ANIM_ALL) &&
- bits & (mask & ANIM_EVENT_CLICK_PART_ALL));
-}
+ // when drawing animations to fading buffer, do not play sounds
+ if (drawing_to_fading_buffer)
+ return;
-static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
-{
- struct GraphicInfo *c = &part->control_info;
+ // loop sounds only expire when playing
+ if (game_status != GAME_MODE_PLAYING)
+ return;
- boolean clickable_self = FALSE;
- boolean clickable_triggered = FALSE;
+ // check if any sound is defined for this animation part
+ if (part->sound == SND_UNDEFINED)
+ return;
- if (mask & ANIM_EVENT_CLICK_SELF)
- clickable_self = (c->init_event & ANIM_EVENT_CLICK_SELF ||
- c->anim_event & ANIM_EVENT_CLICK_SELF);
+ // normal (non-loop) sounds do not expire when playing
+ if (!IS_LOOP_SOUND(part->sound))
+ return;
- clickable_triggered = (matchesAnimEventMask(c->init_event, mask) ||
- matchesAnimEventMask(c->anim_event, mask));
+ // prevent expiring loop sounds when playing
+ PlayGlobalAnimSound(part);
+}
- return (clickable_self || clickable_triggered);
+static boolean isClickablePart(struct GlobalAnimPartControlInfo *part, int mask)
+{
+ struct GraphicInfo *c = &part->control_info;
+ int trigger_mask = ANIM_EVENT_ANIM_MASK | ANIM_EVENT_PART_MASK;
+ int mask_anim_only = mask & ANIM_EVENT_ANIM_MASK;
+ int init_event = GetGlobalAnimEventValue(c->init_event, 0);
+ int anim_event = GetGlobalAnimEventValue(c->anim_event, 0);
+
+ if (mask & ANIM_EVENT_ANY)
+ return (init_event & ANIM_EVENT_ANY ||
+ anim_event & ANIM_EVENT_ANY);
+ else if (mask & ANIM_EVENT_SELF)
+ return (init_event & ANIM_EVENT_SELF ||
+ anim_event & ANIM_EVENT_SELF);
+ else
+ return ((init_event & trigger_mask) == mask ||
+ (anim_event & trigger_mask) == mask ||
+ (init_event & trigger_mask) == mask_anim_only ||
+ (anim_event & trigger_mask) == mask_anim_only);
}
static boolean isClickedPart(struct GlobalAnimPartControlInfo *part,
return TRUE;
}
-int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part, int state)
+static boolean clickConsumed(struct GlobalAnimPartControlInfo *part)
{
+ return (part->control_info.style & STYLE_PASSTHROUGH ? FALSE : TRUE);
+}
+
+static int HandleGlobalAnim_Part(struct GlobalAnimPartControlInfo *part,
+ int state)
+{
+ struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[part->mode_nr];
+ struct GlobalAnimMainControlInfo *anim = &ctrl->anim[part->anim_nr];
struct GraphicInfo *g = &part->graphic_info;
struct GraphicInfo *c = &part->control_info;
boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
part->anim_delay_counter =
(c->anim_delay_fixed + GetSimpleRandom(c->anim_delay_random));
- part->init_event_state = c->init_event;
- part->anim_event_state = c->anim_event;
+ part->init_event_state = GetGlobalAnimEventValue(c->init_event, 0);
+ part->anim_event_state = GetGlobalAnimEventValue(c->anim_event, 0);
part->initial_anim_sync_frame =
(g->anim_global_sync ? 0 : anim_sync_frame + part->init_delay_counter);
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 &&
+ anim->last_y > -g->height && anim->last_y < part->viewport_height)
+ {
+ part->x = anim->last_x;
+ part->y = anim->last_y;
+ }
+
if (c->step_xoffset != ARG_UNDEFINED_VALUE)
part->step_xoffset = c->step_xoffset;
if (c->step_yoffset != ARG_UNDEFINED_VALUE)
return ANIM_STATE_WAITING;
}
+ // special case to prevent expiring loop sounds when playing
+ PlayGlobalAnimSoundIfLoop(part);
+
if (!DelayReachedExt(&part->step_delay, part->step_delay_value,
anim_sync_frame))
return ANIM_STATE_RUNNING;
part->x += part->step_xoffset;
part->y += part->step_yoffset;
+ anim->last_x = part->x;
+ anim->last_y = part->y;
+
return ANIM_STATE_RUNNING;
}
-void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
+static void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim,
+ int action)
{
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);
anim->last_active_part_nr = active_part_nr;
}
-void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
+static void HandleGlobalAnim_Mode(struct GlobalAnimControlInfo *ctrl, int action)
{
int i;
HandleGlobalAnim_Mode(&global_anim_ctrl[game_mode], action);
}
-static void DoAnimationExt()
+static void DoAnimationExt(void)
{
int i;
#endif
}
-static void InitGlobalAnim_Clickable()
+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(void)
{
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];
continue;
}
- if (part->clickable &&
- isClickedPart(part, mx, my, 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))
+ {
+ 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
- if (isClickablePart(part, ANIM_EVENT_CLICK_SELF))
- any_part_clicked = 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))
+ {
+ part->clicked = TRUE;
+ anything_clicked = clickConsumed(part);
+ }
// check if this click is defined to trigger other animations
- int old_anim_nr = part->old_anim_nr;
- int old_part_nr = part->old_nr;
- int mask = ANIM_EVENT_CLICK_ANIM_1 << old_anim_nr;
+ int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
+ int gic_part_nr = part->old_nr + 1; // Y as in "part_Y"
+ int mask = gic_anim_nr << ANIM_EVENT_ANIM_BIT;
- if (part->is_base)
- mask |= ANIM_EVENT_CLICK_PART_ALL;
- else
- mask |= ANIM_EVENT_CLICK_PART_1 << old_part_nr;
+ if (!part->is_base)
+ mask |= gic_part_nr << ANIM_EVENT_PART_BIT;
int anim2_nr;
{
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()
+static void ResetGlobalAnim_Clickable(void)
{
InitGlobalAnim_Clickable();
}
-static void ResetGlobalAnim_Clicked()
+static void ResetGlobalAnim_Clicked(void)
{
InitGlobalAnim_Clicked(-1, -1, FALSE);
}
boolean release_event;
boolean click_consumed_current = click_consumed;
- /* check if button state has changed since last invocation */
+ // check if button state has changed since last invocation
press_event = (button != 0 && last_button == 0);
release_event = (button == 0 && last_button != 0);
last_button = button;