///////////////////////////////////////////////////////////// // Flash Plugin and Player // Copyright (C) 1998 Olivier Debon // // 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 2 // 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, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // /////////////////////////////////////////////////////////////// // Author : Olivier Debon // #include "swf.h" #ifdef RCSID static char *rcsid = "$Id: button.cc,v 1.1.1.1 2002/01/25 22:14:58 kergoth Exp $"; #endif #define PRINT 0 // Contructor Button::Button(long id, int level) : Character(ButtonType, id) { defLevel = level; actionRecords = 0; buttonRecords = 0; conditionList = 0; reset(); isMenu = 0; sound[0] = sound[1] = sound[2] = sound[3] = 0; } // Destructor Button::~Button() { if (actionRecords) { ActionRecord *ar,*del; for(ar = actionRecords; ar;) { del = ar; ar = ar->next; delete del; } } if (buttonRecords) { ButtonRecord *br,*del; for(br = buttonRecords; br;) { del = br; br = br->next; if (del->cxform) delete del->cxform; delete del; } } if (conditionList) { Condition *cond,*del; for(cond = conditionList; cond;) { ActionRecord *ar,*d; for(ar = cond->actions; ar;) { d = ar; ar = ar->next; delete d; } del = cond; cond = cond->next; delete del; } } } ButtonRecord * Button::getButtonRecords() { return buttonRecords; } ActionRecord * Button::getActionRecords() { return actionRecords; } Sound ** Button::getSounds() { return sound; } Condition * Button::getConditionList() { return conditionList; } void Button::setButtonSound(Sound *s, int state) { if (state >=0 && state < 4) { sound[state] = s; } } void Button::setButtonMenu(int menu) { isMenu = menu; } void Button::addButtonRecord( ButtonRecord *br ) { #if 0 /* SURTOUT PAS !!! */ ButtonRecord **l; /* sort by layer */ l=&buttonRecords; while (*l != NULL && (*l)->layer < br->layer) l = &(*l)->next; br->next = *l; *l = br; #else br->next = 0; if (buttonRecords == 0) { buttonRecords = br; } else { ButtonRecord *current; for(current = buttonRecords; current->next; current = current->next); current->next = br; } #endif } void Button::addCondition( long transition ) { Condition *condition; condition = new Condition; if (condition == NULL) return; condition->transition = transition; condition->next = conditionList; // Move current actionRecords to this condition condition->actions = actionRecords; actionRecords = 0; conditionList = condition; } void Button::addActionRecord( ActionRecord *ar ) { ar->next = 0; if (actionRecords == 0) { actionRecords = ar; } else { ActionRecord *current; for(current = actionRecords; current->next; current = current->next); current->next = ar; } } void Button::getRegion(GraphicDevice *gd, Matrix *matrix, void *id, ScanLineFunc scan_line_func) { ButtonRecord *br; for (br = buttonRecords; br; br = br->next) { if ((br->state & stateHitTest) && br->character /* Temporaire */) { Matrix mat; mat = (*matrix) * br->buttonMatrix; br->character->getRegion(gd, &mat, id, scan_line_func); } } } int Button::execute(GraphicDevice *gd, Matrix *matrix, Cxform *cxform, ButtonState renderState) { ButtonRecord *br; int sprite = 0; Cxform *cxf = 0; #if PRINT==2 printf("Rendering Button %d for State(s) ", getTagId()); #endif for (br = buttonRecords; br; br = br->next) { if ((br->state & renderState) && br->character != NULL) { Matrix mat; #if PRINT==2 printf("%d ", br->state); #endif mat = (*matrix) * br->buttonMatrix; if (cxform) { cxf = cxform; } else if (br->cxform) { cxf = br->cxform; } if (br->character->execute(gd, &mat, cxf)) { sprite = 1; } } } #if PRINT==2 printf("\n"); #endif return sprite; } ActionRecord * Button::getActionFromTransition(ButtonState cur, ButtonState old) { Condition *cond; long mask; if (old == cur) return NULL; /* transitions */ mask = 0; if (old == stateUp && cur == stateOver) mask |= 0x001; else if (old == stateOver && cur == stateUp) mask |= 0x002; else if (old == stateOver && cur == stateDown) mask |= 0x004; else if (old == stateDown && cur == stateOver) mask |= 0x008; if (!isMenu) { /* push button transitions (XXX: not quite correct) */ if (old == stateDown && cur == stateUp) mask = 0x010; else if (old == stateUp && cur == stateDown) mask = 0x020; /* XXX: what is transition 0x040 ?? */ } else { /* menu button transitions (XXX: not quite correct) */ if (old == stateUp && cur == stateDown) mask = 0x080; else if (old == stateDown && cur == stateUp) mask = 0x100; } for (cond = conditionList; cond; cond = cond->next) { if (cond->transition & mask) { return cond->actions; } } return 0; } void Button::getBoundingBox(Rect *bbox, DisplayListEntry *e) { ButtonRecord *br; bbox->reset(); for (br = buttonRecords; br; br = br->next) { if (br->state & e->renderState) { if (br->character) { Rect bb; bb.reset(); br->character->getBoundingBox(&bb,e); transformBoundingBox(bbox, &br->buttonMatrix, &bb, 0); } } } } /* Get current render character, actually it should be a list of characters so a DisplayList after all */ Character * Button::getRenderCharacter(ButtonState state) { ButtonRecord *br; for (br = buttonRecords; br; br = br->next) { if (br->state & state) { return br->character; } } return 0; } void Button::updateButtonState(DisplayListEntry *e) { ButtonRecord *br; e->buttonCharacter = 0; for (br = buttonRecords; br; br = br->next) { if (br->state & e->renderState) { e->buttonCharacter = br->character; e->buttonMatrix = br->buttonMatrix; return; } } }