More moving of stuff into classes. I had to make a few changes/cleanups to

events.cpp, so there could be regressions.

svn-id: r11053
This commit is contained in:
Torbjörn Andersson 2003-11-02 15:58:45 +00:00
parent e9ae86bb76
commit db9b8070f6
18 changed files with 471 additions and 552 deletions

View file

@ -133,7 +133,7 @@ void Mouse_engine(void) {
}
Set_mouse(NORMAL_MOUSE_ID);
Build_system_menu();
g_sword2->buildSystemMenu();
}
System_menu_mouse();
return;
@ -265,7 +265,7 @@ void System_menu_mouse(void) {
g_display->hideMenu(RDMENU_TOP);
} else {
Set_mouse(NORMAL_MOUSE_ID);
Build_system_menu();
g_sword2->buildSystemMenu();
}
// clear the screen & restore the location
@ -368,7 +368,7 @@ void Drag_mouse(void) {
CLICKED_ID = mouse_touching;
Set_player_action_event(CUR_PLAYER_ID, mouse_touching);
g_sword2->setPlayerActionEvent(CUR_PLAYER_ID, mouse_touching);
debug(5, "USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID));
@ -384,7 +384,7 @@ void Drag_mouse(void) {
pos = (g_display->_mouseX - 24) / 40;
//clicked on something - what button?
if (master_menu_list[pos].icon_resource) {
if (g_sword2->_masterMenuList[pos].icon_resource) {
// always back into menu mode
mouse_mode = MOUSE_menu;
@ -405,8 +405,8 @@ void Drag_mouse(void) {
//what we clicked on, not what
// we're dragging
COMBINE_BASE = master_menu_list[pos].icon_resource;
Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
COMBINE_BASE = g_sword2->_masterMenuList[pos].icon_resource;
g_sword2->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
// turn off mouse now, to
// prevent player trying to
@ -419,7 +419,7 @@ void Drag_mouse(void) {
}
// refresh the menu
Build_menu();
g_sword2->buildMenu();
debug(5, "switch to menu mode");
}
}
@ -454,13 +454,13 @@ void Menu_mouse(void) {
pos = (g_display->_mouseX - 24) / 40;
// clicked on something - what button?
if (master_menu_list[pos].icon_resource) {
if (g_sword2->_masterMenuList[pos].icon_resource) {
if (me->buttons & RD_RIGHTBUTTONDOWN) {
// right button look
examining_menu_icon = 1;
// id the object via its graphic
OBJECT_HELD = master_menu_list[pos].icon_resource;
OBJECT_HELD = g_sword2->_masterMenuList[pos].icon_resource;
// Must clear this so next click on
// exit becomes 1st click again
@ -469,10 +469,10 @@ void Menu_mouse(void) {
debug(5, "RIGHT-CLICKED ON \"%s\" ICON", FetchObjectName(OBJECT_HELD));
Set_player_action_event(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
g_sword2->setPlayerActionEvent(CUR_PLAYER_ID, MENU_MASTER_OBJECT);
// refresh the menu
Build_menu();
g_sword2->buildMenu();
// turn off mouse now, to prevent
// player trying to click elsewhere
@ -488,13 +488,13 @@ void Menu_mouse(void) {
// mouse_on_off()
menu_selected_pos = pos;
current_luggage_resource = master_menu_list[pos].luggage_resource;
current_luggage_resource = g_sword2->_masterMenuList[pos].luggage_resource;
mouse_mode = MOUSE_drag;
debug(5, "setting OH in menu");
// id the object via its graphic
OBJECT_HELD = master_menu_list[pos].icon_resource;
OBJECT_HELD = g_sword2->_masterMenuList[pos].icon_resource;
// must clear this so next click on
// exit becomes 1st click again
@ -502,9 +502,9 @@ void Menu_mouse(void) {
EXIT_CLICK_ID = 0;
// refresh the menu
Build_menu();
g_sword2->buildMenu();
Set_luggage(master_menu_list[pos].luggage_resource);
Set_luggage(g_sword2->_masterMenuList[pos].luggage_resource);
debug(5, "switch to drag mode");
}
}
@ -530,7 +530,7 @@ void Normal_mouse(void) {
// reset mouse cursor - in case we're between mice
Set_mouse(NORMAL_MOUSE_ID);
Build_system_menu();
g_sword2->buildSystemMenu();
return;
}
@ -560,7 +560,7 @@ void Normal_mouse(void) {
// reset mouse cursor
Set_mouse(NORMAL_MOUSE_ID);
Build_menu();
g_sword2->buildMenu();
return;
}
@ -572,27 +572,27 @@ void Normal_mouse(void) {
me = MouseEvent();
if (definingRectangles) {
if (draggingRectangle == 0) {
if (g_sword2->_debugger->_definingRectangles) {
if (g_sword2->_debugger->_draggingRectangle == 0) {
// not yet dragging a rectangle, so need click to start
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
// set both (x1,y1) and (x2,y2) to this point
rect_x1 = rect_x2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
rect_y1 = rect_y2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
draggingRectangle = 1;
g_sword2->_debugger->_rectX1 = g_sword2->_debugger->_rectX2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
g_sword2->_debugger->_rectY1 = g_sword2->_debugger->_rectY2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
g_sword2->_debugger->_draggingRectangle = 1;
}
} else if (draggingRectangle == 1) {
} else if (g_sword2->_debugger->_draggingRectangle == 1) {
// currently dragging a rectangle - click means reset
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
// lock rectangle, so you can let go of mouse
// to type in the coords
draggingRectangle = 2;
g_sword2->_debugger->_draggingRectangle = 2;
} else {
// drag rectangle
rect_x2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
rect_y2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
g_sword2->_debugger->_rectX2 = (uint32) g_display->_mouseX + this_screen.scroll_offset_x;
g_sword2->_debugger->_rectY2 = (uint32) g_display->_mouseY + this_screen.scroll_offset_y;
}
} else {
// currently locked to avoid knocking out of place
@ -600,7 +600,7 @@ void Normal_mouse(void) {
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN))) {
// click means reset - back to start again
draggingRectangle = 0;
g_sword2->_debugger->_draggingRectangle = 0;
}
}
} else {
@ -673,7 +673,7 @@ void Normal_mouse(void) {
EXIT_CLICK_ID = 0;
EXIT_FADING = 0;
Set_player_action_event(CUR_PLAYER_ID, mouse_touching);
g_sword2->setPlayerActionEvent(CUR_PLAYER_ID, mouse_touching);
if (OBJECT_HELD)
debug(5, "USED \"%s\" ICON ON %s", FetchObjectName(OBJECT_HELD), FetchObjectName(CLICKED_ID));
@ -738,7 +738,6 @@ void Mouse_on_off(void) {
// setup luggage icon
if (OBJECT_HELD) {
// Set_luggage(master_menu_list[menu_selected_pos].luggage_resource);
Set_luggage(current_luggage_resource);
}
} else
@ -1127,7 +1126,7 @@ int32 Logic::fnAddHuman(int32 *params) {
// enabled/disabled from console; status printed with on-screen debug
// info
if (testingSnR) {
if (g_sword2->_debugger->_testingSnR) {
uint8 black[4] = { 0, 0, 0, 0 };
uint8 white[4] = { 255, 255, 255, 0 };