TITANIC: Implemented drag/drop handling

This commit is contained in:
Paul Gilbert 2016-03-18 23:15:31 -04:00
parent 9565fbaeac
commit 7a38b51357
7 changed files with 123 additions and 21 deletions

View file

@ -24,13 +24,13 @@
#include "titanic/game_manager.h"
#include "titanic/screen_manager.h"
#include "titanic/titanic.h"
#include "titanic/pet_control/pet_control.h"
namespace Titanic {
CInputHandler::CInputHandler(CGameManager *owner) :
_gameManager(owner), _inputTranslator(nullptr),
_field4(0), _field8(0), _fieldC(0), _field10(0), _field14(0),
_lockCount(0), _field24(0) {
_gameManager(owner), _inputTranslator(nullptr), _dragging(false),
_buttonDown(false), _dragItem(nullptr), _lockCount(0), _field24(0) {
CScreenManager::_screenManagerPtr->_inputHandler = this;
}
@ -51,15 +51,91 @@ void CInputHandler::decLockCount() {
void CInputHandler::handleMessage(const CMessage &msg, bool respectLock) {
if (!respectLock || _lockCount <= 0) {
if (_gameManager->_gameState._mode == GSMODE_1) {
processMessage(msg);
processMessage(&msg);
} else if (!msg.isMouseMsg()) {
g_vm->_filesManager.fn1();
}
}
}
void CInputHandler::processMessage(const CMessage &msg) {
warning("TODO: CInputHandler::processMessage");
void CInputHandler::processMessage(const CMessage *msg) {
const CMouseMsg *mouseMsg = dynamic_cast<const CMouseMsg *>(msg);
_field24 = 0;
dispatchMessage(msg);
if (_field24) {
_field24 = 0;
} else if (mouseMsg) {
// Keep the game state mouse position up to date
if (_mousePos != mouseMsg->_mousePos) {
_mousePos = mouseMsg->_mousePos;
_gameManager->_gameState.setMousePos(mouseMsg->_mousePos);
}
// Set flag for whether a mouse button is currently being pressed
if (mouseMsg->isButtonDownMsg())
_buttonDown = true;
else if (mouseMsg->isButtonUpMsg())
_buttonDown = false;
// Drag events generation
if (_dragging) {
if (mouseMsg->isMouseMoveMsg()) {
if (_dragItem) {
CMouseDragMoveMsg moveMsg(_mousePos);
moveMsg.execute(_dragItem);
}
} else {
if (mouseMsg->isButtonUpMsg() && _dragItem) {
// Mouse drag ended
dragEnd(_mousePos, _dragItem);
CMouseDragEndMsg endMsg(_mousePos, _dragItem);
endMsg.execute(_dragItem);
}
_dragging = false;
_dragItem = nullptr;
}
} else if (_buttonDown) {
if (!mouseMsg->isMouseMoveMsg()) {
// Save where the drag movement started from
_dragStartPos = _mousePos;
} else {
Common::Point delta = mouseMsg->_mousePos - _dragStartPos;
int distance = (int)sqrt(double(delta.x * delta.x + delta.y * delta.y));
if (distance > 4) {
// We've moved far enough with the mouse button held down
// to trigger an official dragging operation
CMouseDragStartMsg startMsg(_dragStartPos);
dispatchMessage(&startMsg);
// Set the drag item, if any, that a handler will have set on the message
_dragItem = startMsg._dragItem;
_gameManager->_dragItem = startMsg._dragItem;
if (_dragItem) {
CMouseDragMoveMsg moveMsg(_dragStartPos);
dispatchMessage(&moveMsg);
}
_dragging = true;
}
}
}
}
}
void CInputHandler::dispatchMessage(const CMessage *msg) {
CPetControl *pet = _gameManager->_project->getPetControl();
if (!pet || !msg->execute(pet, nullptr, MSGFLAG_BREAK_IF_HANDLED)) {
CViewItem *view = _gameManager->getView();
msg->execute(view);
}
}
void CInputHandler::dragEnd(const Common::Point &mousePos, CTreeItem *dragItem) {
warning("TODO CInputHandler::dragEnd");
}
} // End of namespace Titanic z