Пример #1
0
void DisplayList::UpdateButton(SObject* obj, int newState)
// Add or remove child characters so that the button matches newState
{
	SCharacter* ch = obj->character;
	if ( ch->type != buttonChar )
		return;
	
	int oldState = obj->state;
	if ( oldState == newState ) return;

	U8 * cxData = ch->button.cxformData;

	ScriptPlayer* player = ch->player;
	for ( int pass = 0; pass < 2; pass++ ) {
		SParser parser;
		parser.Attach(ch->data, 0);

		if ( ch->tagCode == stagDefineButton2 ) 
			parser.GetWord();	// skip the action offset

		SParser cxParser;
		if ( cxData )
			cxParser.Attach(cxData, 0);

		for (;;) {
			U8 stateFlags = parser.GetByte();
			if ( !stateFlags ) break;

			PlaceInfo info;
			info.flags = splaceCharacter|splaceMatrix|splaceColorTransform;
			U16 tag = parser.GetWord();
			info.depth = obj->depth + parser.GetWord();
			parser.GetMatrix(&info.mat);
			if ( ch->tagCode == stagDefineButton2 ) 
				parser.GetColorTransform(&info.cxform, true);	// new style button
			else if ( cxData )
				cxParser.GetColorTransform(&info.cxform, false);// separate cxfrom data
			else
				info.cxform.Clear();							// no cxform data

			// Remove the objects first and then add in case we have conflicting layer/id combos
			BOOL newVis = stateFlags & btnStateMap[newState];
			BOOL oldVis = stateFlags & btnStateMap[oldState];
			if ( pass == 0 && !newVis && oldVis ) {
				// Remove the child
				RemoveObject(obj, info.depth);
			}
			if ( pass == 1 && newVis && !oldVis ) {
				// Add the child
				info.character = player->FindCharacter(tag);
				info.name = 0;
				if ( info.character )
					PlaceObject(obj, &info);
			}
		}
	}
	obj->state = newState;
}
Пример #2
0
void DisplayList::DoButtonAction(SObject* target, int transition)
{
	SCharacter* ch = target->character;
	FLASHASSERT(ch->type == buttonChar);

	if ( ch->tagCode == stagDefineButton2 ) {
		// Handle the new style button
		SParser parser;
		parser.Attach(ch->data, 0);
		BOOL first = true;
		for (;;) {
			S32 link = parser.pos;
			int offset = parser.GetWord();
			if ( !first ) {
				int code = parser.GetWord();
				if ( code & (1<<transition) ) {
					PushAction(parser.script+parser.pos, target->thread);
				}
			}
			if ( !offset ) break;
			parser.pos = link + offset;
			first = false;
		}

	} else {
		// Handle the old style button
		if ( transition == bsOverDownToOverUp ) {
			// Do the button action on the mouse up in
			SParser parser;
			parser.Attach(ch->data, 0);

			// Skip over the child data
			for (;;) {
				U8 stateFlags = parser.GetByte();
				if ( !stateFlags ) break;
				MATRIX m;
				parser.SkipBytes(4);//GetWord();
				//parser.GetWord();
				parser.GetMatrix(&m);
			}

			// Handle the action
			PushAction(parser.script+parser.pos, target->thread);
		}
	}

#ifdef SOUND
	{// Play the sound
		int state = 0;
		switch ( transition ) {
			case bsIdleToOverDown:
			case bsIdleToOverUp:
				state = sbtnOverState;
				break;

			case bsOverUpToOverDown:
				state = sbtnDownState;
				break;

			case bsOverDownToOverUp:
				state = sbtnHitTestState;
				break;

			case bsOverUpToIdle:
			case bsOutDownToIdle:
			case bsOverDownToIdle:
				state = sbtnUpState;
				break;
		}

		if ( state && ch->button.soundData ) {
			SParser parser;
			parser.Attach(ch->button.soundData, 0);

			// Skip the sounds
			for ( int i = 1; i < state; i <<= 1 ) {
				U16 tag = parser.GetWord();
				if ( tag )
					parser.GetSoundInfo(0);// skip the data
			}

			// Get the sound we want
			U16 tag = parser.GetWord();
			if ( tag ) {
				SCharacter* sound = ch->player->FindCharacter(tag);
				if ( !sound || sound->type != soundChar ) return;

				CSoundChannel* channel = new CSoundChannel();
				if ( channel ) {
					channel->AddRef();
					channel->sound = &sound->sound;
					channel->tag = (U32)this;
					parser.GetSoundInfo(channel);	// set up envelope, inPoint, loops, etc...

					theSoundMix->AddSound(channel);
					channel->Release();
				}
			}
		}
	}
#endif
}