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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/engine/ac/mouse.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/character_info.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/dynobj/script_mouse.h"
#include "ags/engine/ac/dynobj/script_system.h"
#include "ags/engine/ac/game.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_mouse.h"
#include "ags/engine/ac/global_screen.h"
#include "ags/engine/ac/sys_events.h"
#include "ags/engine/ac/system.h"
#include "ags/engine/ac/view_frame.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/gui/gui_button.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/engine/device/mouse_w32.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/engine/gfx/gfxfilter.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/shared/debugging/out.h"
#include "ags/engine/script/script_api.h"
#include "ags/engine/script/script_runtime.h"
#include "ags/engine/ac/global_game.h"
#include "ags/plugins/ags_plugin.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
// The mouse functions are static so the script doesn't pass
// in an object parameter
void Mouse_SetVisible(int isOn) {
if (isOn)
ShowMouseCursor();
else
HideMouseCursor();
}
int Mouse_GetVisible() {
if (_GP(play).mouse_cursor_hidden)
return 0;
return 1;
}
void SetMouseBounds(int x1, int y1, int x2, int y2) {
int xmax = game_to_data_coord(_GP(play).GetMainViewport().GetWidth()) - 1;
int ymax = game_to_data_coord(_GP(play).GetMainViewport().GetHeight()) - 1;
if ((x1 == 0) && (y1 == 0) && (x2 == 0) && (y2 == 0)) {
x2 = xmax;
y2 = ymax;
} else {
if (x1 < 0 || x1 > xmax || x2 < 0 || x2 > xmax || x1 > x2 || y1 < 0 || y1 > ymax || y2 < 0 || y2 > ymax || y1 > y2)
debug_script_warn("SetMouseBounds: arguments are out of range and will be corrected: (%d,%d)-(%d,%d), range is (%d,%d)-(%d,%d)",
x1, y1, x2, y2, 0, 0, xmax, ymax);
x1 = Math::Clamp(x1, 0, xmax);
x2 = Math::Clamp(x2, x1, xmax);
y1 = Math::Clamp(y1, 0, ymax);
y2 = Math::Clamp(y2, y1, ymax);
}
debug_script_log("Mouse bounds constrained to (%d,%d)-(%d,%d)", x1, y1, x2, y2);
data_to_game_coords(&x1, &y1);
data_to_game_round_up(&x2, &y2);
_GP(play).mboundx1 = x1;
_GP(play).mboundx2 = x2;
_GP(play).mboundy1 = y1;
_GP(play).mboundy2 = y2;
_GP(mouse).SetMoveLimit(Rect(x1, y1, x2, y2));
}
// mouse cursor functions:
// set_mouse_cursor: changes visual appearance to specified cursor
void set_mouse_cursor(int newcurs, bool force_update) {
const int hotspotx = _GP(game).mcurs[newcurs].hotx, hotspoty = _GP(game).mcurs[newcurs].hoty;
_GP(mouse).SetHotspot(hotspotx, hotspoty);
// if it's same cursor and there's animation in progress, then don't assign a new pic just yet
if (!force_update && newcurs == _G(cur_cursor) && _GP(game).mcurs[newcurs].view >= 0 && (_G(mouse_frame) > 0 || _G(mouse_delay) > 0)) {
return;
}
// reset animation timing only if it's another cursor
if (newcurs != _G(cur_cursor)) {
_G(cur_cursor) = newcurs;
_G(mouse_frame) = 0;
_G(mouse_delay) = 0;
}
// Assign new pic
set_new_cursor_graphic(_GP(game).mcurs[newcurs].pic);
delete _G(dotted_mouse_cursor);
_G(dotted_mouse_cursor) = nullptr;
// If it's inventory cursor, draw hotspot crosshair sprite upon it
if ((newcurs == MODE_USE) && (_GP(game).mcurs[newcurs].pic > 0) &&
((_GP(game).hotdot > 0) || (_GP(game).invhotdotsprite > 0))) {
// If necessary, create a copy of the cursor and put the hotspot
// dot onto it
_G(dotted_mouse_cursor) = BitmapHelper::CreateBitmapCopy(_G(mousecurs)[0]);
if (_GP(game).invhotdotsprite > 0) {
draw_sprite_slot_support_alpha(_G(dotted_mouse_cursor),
(_GP(game).SpriteInfos[_GP(game).mcurs[newcurs].pic].Flags & SPF_ALPHACHANNEL) != 0,
hotspotx - _GP(game).SpriteInfos[_GP(game).invhotdotsprite].Width / 2,
hotspoty - _GP(game).SpriteInfos[_GP(game).invhotdotsprite].Height / 2,
_GP(game).invhotdotsprite);
} else {
putpixel_compensate(_G(dotted_mouse_cursor), hotspotx, hotspoty, MakeColor(_GP(game).hotdot));
if (_GP(game).hotdotouter > 0) {
int outercol = MakeColor(_GP(game).hotdotouter);
putpixel_compensate(_G(dotted_mouse_cursor), hotspotx + get_fixed_pixel_size(1), hotspoty, outercol);
putpixel_compensate(_G(dotted_mouse_cursor), hotspotx, hotspoty + get_fixed_pixel_size(1), outercol);
putpixel_compensate(_G(dotted_mouse_cursor), hotspotx - get_fixed_pixel_size(1), hotspoty, outercol);
putpixel_compensate(_G(dotted_mouse_cursor), hotspotx, hotspoty - get_fixed_pixel_size(1), outercol);
}
}
_G(mousecurs)[0] = _G(dotted_mouse_cursor);
update_cached_mouse_cursor();
}
}
// set_default_cursor: resets visual appearance to current mode (walk, look, etc)
void set_default_cursor() {
set_mouse_cursor(_G(cur_mode));
}
// permanently change cursor graphic
void ChangeCursorGraphic(int curs, int newslot) {
if ((curs < 0) || (curs >= _GP(game).numcursors))
quit("!ChangeCursorGraphic: invalid mouse cursor");
if ((curs == MODE_USE) && (_GP(game).options[OPT_FIXEDINVCURSOR] == 0))
debug_script_warn("Mouse.ChangeModeGraphic should not be used on the Inventory cursor when the cursor is linked to the active inventory item");
_GP(game).mcurs[curs].pic = newslot;
_GP(spriteset).PrecacheSprite(newslot);
if (curs == _G(cur_mode))
set_mouse_cursor(curs);
}
int Mouse_GetModeGraphic(int curs) {
if ((curs < 0) || (curs >= _GP(game).numcursors))
quit("!Mouse.GetModeGraphic: invalid mouse cursor");
return _GP(game).mcurs[curs].pic;
}
void ChangeCursorHotspot(int curs, int x, int y) {
if ((curs < 0) || (curs >= _GP(game).numcursors))
quit("!ChangeCursorHotspot: invalid mouse cursor");
_GP(game).mcurs[curs].hotx = data_to_game_coord(x);
_GP(game).mcurs[curs].hoty = data_to_game_coord(y);
if (curs == _G(cur_cursor))
set_mouse_cursor(_G(cur_cursor));
}
void Mouse_ChangeModeView(int curs, int newview, int delay) {
if ((curs < 0) || (curs >= _GP(game).numcursors))
quit("!Mouse.ChangeModeView: invalid mouse cursor");
newview--;
_GP(game).mcurs[curs].view = newview;
if (delay != SCR_NO_VALUE)
_GP(game).mcurs[curs].animdelay = delay;
if (newview >= 0) {
precache_view(newview);
}
if (curs == _G(cur_cursor))
_G(mouse_delay) = 0; // force update
}
void Mouse_ChangeModeView2(int curs, int newview) {
Mouse_ChangeModeView(curs, newview, SCR_NO_VALUE);
}
void SetNextCursor() {
set_cursor_mode(find_next_enabled_cursor(_G(cur_mode) + 1));
}
void SetPreviousCursor() {
set_cursor_mode(find_previous_enabled_cursor(_G(cur_mode) - 1));
}
// set_cursor_mode: changes mode and appearance
void set_cursor_mode(int newmode) {
if ((newmode < 0) || (newmode >= _GP(game).numcursors))
quit("!SetCursorMode: invalid cursor mode specified");
if (_GP(game).mcurs[newmode].flags & MCF_DISABLED) {
find_next_enabled_cursor(newmode);
return;
}
if (newmode == MODE_USE) {
if (_G(playerchar)->activeinv == -1) {
find_next_enabled_cursor(0);
return;
}
update_inv_cursor(_G(playerchar)->activeinv);
}
_G(cur_mode) = newmode;
set_default_cursor();
debug_script_log("Cursor mode set to %d", newmode);
}
void enable_cursor_mode(int modd) {
if (modd < 0 || modd >= (int)_GP(game).mcurs.size()) {
warning("Attempt to enable invalid cursor (%d), ignoring", modd);
return;
}
_GP(game).mcurs[modd].flags &= ~MCF_DISABLED;
// now search the interfaces for related buttons to re-enable
int uu, ww;
for (uu = 0; uu < _GP(game).numgui; uu++) {
for (ww = 0; ww < _GP(guis)[uu].GetControlCount(); ww++) {
if (_GP(guis)[uu].GetControlType(ww) != kGUIButton) continue;
GUIButton *gbpt = (GUIButton *)_GP(guis)[uu].GetControl(ww);
if (gbpt->ClickAction[kGUIClickLeft] != kGUIAction_SetMode) continue;
if (gbpt->ClickData[kGUIClickLeft] != modd) continue;
gbpt->SetEnabled(true);
}
}
}
void disable_cursor_mode(int modd) {
_GP(game).mcurs[modd].flags |= MCF_DISABLED;
// now search the interfaces for related buttons to kill
int uu, ww;
for (uu = 0; uu < _GP(game).numgui; uu++) {
for (ww = 0; ww < _GP(guis)[uu].GetControlCount(); ww++) {
if (_GP(guis)[uu].GetControlType(ww) != kGUIButton) continue;
GUIButton *gbpt = (GUIButton *)_GP(guis)[uu].GetControl(ww);
if (gbpt->ClickAction[kGUIClickLeft] != kGUIAction_SetMode) continue;
if (gbpt->ClickData[kGUIClickLeft] != modd) continue;
gbpt->SetEnabled(false);
}
}
if (_G(cur_mode) == modd) find_next_enabled_cursor(modd);
}
void RefreshMouse() {
ags_domouse();
_GP(scmouse).x = game_to_data_coord(_G(mousex));
_GP(scmouse).y = game_to_data_coord(_G(mousey));
}
void SetMousePosition(int newx, int newy) {
const Rect &viewport = _GP(play).GetMainViewport();
if (newx < 0)
newx = 0;
if (newy < 0)
newy = 0;
if (newx >= viewport.GetWidth())
newx = viewport.GetWidth() - 1;
if (newy >= viewport.GetHeight())
newy = viewport.GetHeight() - 1;
data_to_game_coords(&newx, &newy);
_GP(mouse).SetPosition(Point(newx, newy));
RefreshMouse();
}
int GetCursorMode() {
return _G(cur_mode);
}
int IsButtonDown(int which) {
if ((which < kMouseLeft) || (which > kMouseMiddle))
quit("!IsButtonDown: only works with eMouseLeft, eMouseRight, eMouseMiddle");
return ags_misbuttondown(static_cast<eAGSMouseButton>(which)) ? 1 : 0;
}
int IsModeEnabled(int which) {
return (which < 0) || (which >= _GP(game).numcursors) ? 0 :
which == MODE_USE ? _G(playerchar)->activeinv > 0 :
(_GP(game).mcurs[which].flags & MCF_DISABLED) == 0;
}
void SimulateMouseClick(int button_id) {
_G(simulatedClick) = static_cast<eAGSMouseButton>(button_id);
}
void Mouse_EnableControl(bool on) {
bool should_control_mouse =
_GP(usetup).mouse_ctrl_when == kMouseCtrl_Always ||
(_GP(usetup).mouse_ctrl_when == kMouseCtrl_Fullscreen && (_GP(scsystem).windowed == 0));
_GP(mouse).SetMovementControl(should_control_mouse & on);
_GP(usetup).mouse_ctrl_enabled = on; // remember setting in config
}
bool Mouse_GetAutoLock() {
return _GP(usetup).mouse_auto_lock;
}
void Mouse_SetAutoLock(bool on) {
_GP(usetup).mouse_auto_lock = on;
if (_GP(scsystem).windowed) {
if (_GP(usetup).mouse_auto_lock)
_GP(mouse).TryLockToWindow();
else
_GP(mouse).UnlockFromWindow();
}
}
//=============================================================================
int GetMouseCursor() {
return _G(cur_cursor);
}
void update_script_mouse_coords() {
_GP(scmouse).x = game_to_data_coord(_G(mousex));
_GP(scmouse).y = game_to_data_coord(_G(mousey));
}
void update_inv_cursor(int invnum) {
if ((_GP(game).options[OPT_FIXEDINVCURSOR] == 0) && (invnum > 0)) {
int cursorSprite = _GP(game).invinfo[invnum].cursorPic;
// Fall back to the inventory pic if no cursor pic is defined.
if (cursorSprite == 0)
cursorSprite = _GP(game).invinfo[invnum].pic;
_GP(game).mcurs[MODE_USE].pic = cursorSprite;
// all cursor images must be pre-cached
_GP(spriteset).PrecacheSprite(cursorSprite);
if ((_GP(game).invinfo[invnum].hotx > 0) || (_GP(game).invinfo[invnum].hoty > 0)) {
// if the hotspot was set (unfortunately 0,0 isn't a valid co-ord)
_GP(game).mcurs[MODE_USE].hotx = _GP(game).invinfo[invnum].hotx;
_GP(game).mcurs[MODE_USE].hoty = _GP(game).invinfo[invnum].hoty;
} else {
_GP(game).mcurs[MODE_USE].hotx = _GP(game).SpriteInfos[cursorSprite].Width / 2;
_GP(game).mcurs[MODE_USE].hoty = _GP(game).SpriteInfos[cursorSprite].Height / 2;
}
}
}
void update_cached_mouse_cursor() {
if (_G(mouseCursor) != nullptr)
_G(gfxDriver)->DestroyDDB(_G(mouseCursor));
_G(mouseCursor) = _G(gfxDriver)->CreateDDBFromBitmap(_G(mousecurs)[0], _G(alpha_blend_cursor) != 0);
}
void set_new_cursor_graphic(int spriteslot) {
_G(mousecurs)[0] = _GP(spriteset)[spriteslot];
// It looks like spriteslot 0 can be used in games with version 2.72 and lower.
// The NULL check should ensure that the sprite is valid anyway.
if (((spriteslot < 1) && (_G(loaded_game_file_version) > kGameVersion_272)) || (_G(mousecurs)[0] == nullptr)) {
if (_G(blank_mouse_cursor) == nullptr) {
_G(blank_mouse_cursor) = BitmapHelper::CreateTransparentBitmap(1, 1, _GP(game).GetColorDepth());
}
_G(mousecurs)[0] = _G(blank_mouse_cursor);
}
if (_GP(game).SpriteInfos[spriteslot].Flags & SPF_ALPHACHANNEL)
_G(alpha_blend_cursor) = 1;
else
_G(alpha_blend_cursor) = 0;
update_cached_mouse_cursor();
}
bool is_standard_cursor_enabled(int curs) {
if ((_GP(game).mcurs[curs].flags & MCF_DISABLED) == 0) {
// inventory cursor, and they have an active item
if (curs == MODE_USE) {
if (_G(playerchar)->activeinv > 0)
return true;
}
// standard cursor that's not disabled, go with it
else if (_GP(game).mcurs[curs].flags & MCF_STANDARD)
return true;
}
return false;
}
int find_next_enabled_cursor(int startwith) {
if (startwith >= _GP(game).numcursors)
startwith = 0;
int testing = startwith;
do {
if (is_standard_cursor_enabled(testing)) break;
testing++;
if (testing >= _GP(game).numcursors) testing = 0;
} while (testing != startwith);
if (testing != startwith)
set_cursor_mode(testing);
return testing;
}
int find_previous_enabled_cursor(int startwith) {
if (startwith < 0)
startwith = _GP(game).numcursors - 1;
int testing = startwith;
do {
if (is_standard_cursor_enabled(testing)) break;
testing--;
if (testing < 0) testing = _GP(game).numcursors - 1;
} while (testing != startwith);
if (testing != startwith)
set_cursor_mode(testing);
return testing;
}
//=============================================================================
//
// Script API Functions
//
//=============================================================================
// void (int curs, int newslot)
RuntimeScriptValue Sc_ChangeCursorGraphic(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT2(ChangeCursorGraphic);
}
// void (int curs, int x, int y)
RuntimeScriptValue Sc_ChangeCursorHotspot(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT3(ChangeCursorHotspot);
}
// void (int curs, int newview)
RuntimeScriptValue Sc_Mouse_ChangeModeView2(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT2(Mouse_ChangeModeView2);
}
RuntimeScriptValue Sc_Mouse_ChangeModeView(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT3(Mouse_ChangeModeView);
}
// void (int modd)
RuntimeScriptValue Sc_disable_cursor_mode(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT(disable_cursor_mode);
}
// void (int modd)
RuntimeScriptValue Sc_enable_cursor_mode(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT(enable_cursor_mode);
}
// int (int curs)
RuntimeScriptValue Sc_Mouse_GetModeGraphic(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_INT_PINT(Mouse_GetModeGraphic);
}
// int (int which)
RuntimeScriptValue Sc_IsButtonDown(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_INT_PINT(IsButtonDown);
}
// int (int which)
RuntimeScriptValue Sc_IsModeEnabled(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_INT_PINT(IsModeEnabled);
}
// void ();
RuntimeScriptValue Sc_SaveCursorForLocationChange(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID(SaveCursorForLocationChange);
}
// void ()
RuntimeScriptValue Sc_SetNextCursor(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID(SetNextCursor);
}
// void ()
RuntimeScriptValue Sc_SetPreviousCursor(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID(SetPreviousCursor);
}
// void (int x1, int y1, int x2, int y2)
RuntimeScriptValue Sc_SetMouseBounds(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT4(SetMouseBounds);
}
// void (int newx, int newy)
RuntimeScriptValue Sc_SetMousePosition(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT2(SetMousePosition);
}
// void ()
RuntimeScriptValue Sc_RefreshMouse(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID(RefreshMouse);
}
// void ()
RuntimeScriptValue Sc_set_default_cursor(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID(set_default_cursor);
}
// void (int newcurs)
RuntimeScriptValue Sc_set_mouse_cursor(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT(set_mouse_cursor);
}
// int ()
RuntimeScriptValue Sc_GetCursorMode(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_INT(GetCursorMode);
}
// void (int newmode)
RuntimeScriptValue Sc_set_cursor_mode(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT(set_cursor_mode);
}
// int ()
RuntimeScriptValue Sc_Mouse_GetVisible(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_INT(Mouse_GetVisible);
}
// void (int isOn)
RuntimeScriptValue Sc_Mouse_SetVisible(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT(Mouse_SetVisible);
}
RuntimeScriptValue Sc_Mouse_Click(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PINT(SimulateMouseClick);
}
RuntimeScriptValue Sc_Mouse_GetControlEnabled(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_BOOL(_GP(mouse).IsControlEnabled);
}
RuntimeScriptValue Sc_Mouse_SetControlEnabled(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PBOOL(Mouse_EnableControl);
}
RuntimeScriptValue Sc_Mouse_GetAutoLock(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_BOOL(Mouse_GetAutoLock);
}
RuntimeScriptValue Sc_Mouse_SetAutoLock(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_VOID_PBOOL(Mouse_SetAutoLock);
}
RuntimeScriptValue Sc_Mouse_GetSpeed(const RuntimeScriptValue *params, int32_t param_count) {
API_SCALL_FLOAT(_GP(mouse).GetSpeed);
}
RuntimeScriptValue Sc_Mouse_SetSpeed(const RuntimeScriptValue *params, int32_t param_count) {
ASSERT_PARAM_COUNT("Mouse::Speed", 1);
_GP(mouse).SetSpeed(params[0].FValue);
return RuntimeScriptValue();
}
void RegisterMouseAPI() {
ScFnRegister mouse_api[] = {
{"Mouse::ChangeModeGraphic^2", API_FN_PAIR(ChangeCursorGraphic)},
{"Mouse::ChangeModeHotspot^3", API_FN_PAIR(ChangeCursorHotspot)},
{"Mouse::ChangeModeView^2", API_FN_PAIR(Mouse_ChangeModeView2)},
{"Mouse::ChangeModeView^3", API_FN_PAIR(Mouse_ChangeModeView)},
{"Mouse::Click^1", Sc_Mouse_Click},
{"Mouse::DisableMode^1", API_FN_PAIR(disable_cursor_mode)},
{"Mouse::EnableMode^1", API_FN_PAIR(enable_cursor_mode)},
{"Mouse::GetModeGraphic^1", API_FN_PAIR(Mouse_GetModeGraphic)},
{"Mouse::IsButtonDown^1", API_FN_PAIR(IsButtonDown)},
{"Mouse::IsModeEnabled^1", API_FN_PAIR(IsModeEnabled)},
{"Mouse::SaveCursorUntilItLeaves^0", API_FN_PAIR(SaveCursorForLocationChange)},
{"Mouse::SelectNextMode^0", API_FN_PAIR(SetNextCursor)},
{"Mouse::SelectPreviousMode^0", API_FN_PAIR(SetPreviousCursor)},
{"Mouse::SetBounds^4", API_FN_PAIR(SetMouseBounds)},
{"Mouse::SetPosition^2", API_FN_PAIR(SetMousePosition)},
{"Mouse::Update^0", API_FN_PAIR(RefreshMouse)},
{"Mouse::UseDefaultGraphic^0", API_FN_PAIR(set_default_cursor)},
{"Mouse::UseModeGraphic^1", API_FN_PAIR(set_mouse_cursor)},
{"Mouse::get_AutoLock", API_FN_PAIR(Mouse_GetAutoLock)},
{"Mouse::set_AutoLock", API_FN_PAIR(Mouse_SetAutoLock)},
{"Mouse::get_ControlEnabled", Sc_Mouse_GetControlEnabled},
{"Mouse::set_ControlEnabled", Sc_Mouse_SetControlEnabled},
{"Mouse::get_Mode", API_FN_PAIR(GetCursorMode)},
{"Mouse::set_Mode", API_FN_PAIR(set_cursor_mode)},
{"Mouse::get_Speed", Sc_Mouse_GetSpeed},
{"Mouse::set_Speed", Sc_Mouse_SetSpeed},
{"Mouse::get_Visible", API_FN_PAIR(Mouse_GetVisible)},
{"Mouse::set_Visible", API_FN_PAIR(Mouse_SetVisible)},
};
ccAddExternalFunctions361(mouse_api);
}
} // namespace AGS3
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