Implement ADV system menu input routing

This commit is contained in:
gamer147
2026-07-21 11:16:50 -04:00
parent 1f8b36937b
commit e81a142f23
8 changed files with 213 additions and 18 deletions

View File

@@ -7,7 +7,7 @@ internal sealed class HotspotRegistry
{
public int Left, Top, Right, Bottom;
public int EnterTarget, LeaveTarget, ActivateTarget;
public int? InputBit;
public int? LogicalAction;
public bool Contains(int x, int y)
=> x >= Left && x <= Right && y >= Top && y <= Bottom;
@@ -36,12 +36,12 @@ internal sealed class HotspotRegistry
});
}
public void BindKey(int x, int y, int width, int height, int inputBit)
public void BindKey(int x, int y, int width, int height, int logicalAction)
{
int right = x + width, bottom = y + height;
var entry = _entries.FirstOrDefault(e => e.Left == x && e.Top == y
&& e.Right == right && e.Bottom == bottom);
if (entry != null) entry.InputBit = inputBit;
if (entry != null) entry.LogicalAction = logicalAction;
}
public bool Arm(int pointerX, int pointerY)
@@ -69,7 +69,25 @@ internal sealed class HotspotRegistry
int hit = FindHit(x, y);
if (hit < 0) return false;
int target = _entries[hit].ActivateTarget;
return ConsumeActivation(_entries[hit].ActivateTarget);
}
/// <summary>Activate the first armed record whose op-0x97 logical action is present in the
/// current input mask. Native scans records in registration order before pointer activation.</summary>
public bool ActivateBoundActions(int actionMask)
{
if (!Armed || actionMask == 0) return false;
for (int i = 0; i < _entries.Count; i++)
{
int? action = _entries[i].LogicalAction;
if (action is >= 0 and < 32 && (actionMask & (1 << action.Value)) != 0)
return ConsumeActivation(_entries[i].ActivateTarget);
}
return false;
}
private bool ConsumeActivation(int target)
{
// Native consumes the active input registration before dispatch. Its ADV scheduler revisits the
// shared registration routine afterward; retain the definitions so the blocking host can model
// that revisit without advancing the enclosing dialogue page.

View File

@@ -135,6 +135,17 @@ public sealed class VirtualMachine
return consumed;
}
/// <summary>Queue the first armed hotspot callback bound by op 0x97 to any action in
/// <paramref name="actionMask"/>. True means the logical input was consumed.</summary>
public bool TryActivateInputActions(int actionMask)
{
bool consumed;
lock (_interactiveLock)
consumed = _interactiveFrame?.Hotspots.ActivateBoundActions(actionMask) == true;
if (consumed) _host.WakeInputCallbackService();
return consumed;
}
/// <summary>Update one native mouse-button bit (left=0x1, right=0x2 in Himegari).</summary>
public void UpdateMouseButtonState(int bit, bool pressed) => UpdateMaskBit(ref _mouseButtonState, bit, pressed);
@@ -962,7 +973,7 @@ public sealed class VirtualMachine
return pc + 1;
}
case "u0041C150":
case "bind-hotspot-key": // 0x97: keyboard/pad routing is a later host-input slice
case "bind-hotspot-key": // 0x97: bind a configured logical action to this record
lock (_interactiveLock)
_cur.Hotspots.BindKey((int)Read(a[0]), (int)Read(a[1]), (int)Read(a[2]),
(int)Read(a[3]), (int)Read(a[4]));
@@ -1398,6 +1409,9 @@ public sealed class VirtualMachine
Gfx.GetOrCreate(Read(a[0])).V18 = (Read(a[1]), Read(a[2]), Read(a[3])); return pc + 1;
case "set-gfx-geom3-b": // 0x219 (handle)(a)(b)(c) -> V24
Gfx.GetOrCreate(Read(a[0])).V24 = (Read(a[1]), Read(a[2]), Read(a[3])); return pc + 1;
case "u0041AF00": // 0x80: default object slot substituted by native op 0x1d9
case "set-default-gfx-object-slot":
Gfx.SetDefaultObjectSlot((int)Read(a[0])); return pc + 1;
// ---- SC0000 anim/transform/spritesheet cluster (docs/engine-re.md §"SC0000 anim ... cluster") ----
case "u00421DD0": // 0x22f set-position: (handle)(op2)(x)(y)(z) -> base position (direct set)