mag_speed is a per-plugin integer (default 1) set by SetMagSpeed on
all existing plugins. use_mag_speed is a per-instance flag (default
true) set by SetInstanceUseMagSpeed. When use_mag_speed is true,
motion delta_frame is multiplied by mag_speed.
This implements Parts_SetDrag and drag/drop event handling. When a part
has drag enabled, clicking and moving the mouse will move the part and
emit DRAG_BEGIN/DRAGGING/DRAG_END messages. Drop target detection emits
DROP_ENTER/DROP_ON/DROPPED/DROP_LEAVE messages on parts under the cursor
during drag.
This adds PARTS_LAYOUT_BOX parts type with support for automatic
horizontal/vertical child positioning. Layout calculation runs during
the component update cycle, repositioning children before their global
parameters are combined.
This function has a large number of parameters, which are serialized
fields from CASConstructionProcess. Dispatch on the command number to
the appropriate PE_Add*ToPartsConstructionProcess function.
MOUSE_ON is sent every frame while hovering, with cursor position and
accumulated hover time. MOUSE_MOVE is sent when the cursor position
changes during hover.
This implements SetPassCursor/GetPartsPassCursor HLL functions. The
pass_cursor flag controls whether the cursor "passes through" a
component to reach parts behind it.
Key changes to input processing:
- Iteration order changed from back-to-front to front-to-back for proper
cursor consumption
- MOUSE_ENTER / MOUSE_LEAVE now fire for all parts regardless of
clickable
- Click hit test uses clickable || !pass_cursor pre-filter
- pass_cursor=false parts consume the cursor, preventing hover and
click events from reaching parts behind them
parts_set_state silently ignored transitions to uninitialized states,
causing parts without a HOVERED state to remain in CLICKED after mouse
release. Fall back through CLICKED -> HOVERED -> DEFAULT so the first
initialized state is always selected. DEFAULT is accepted unconditionally
as the terminal fallback, matching the original engine's behavior.
This introduces a per-parts is_hovered flag (replacing the global
parts_prev_pos) and fire MOUSE_ENTER, MOUSE_LEAVE, KEY_TRIGGER,
KEY_DOWN, MOUSE_CLICK, and KEY_UP events on the corresponding mouse
state transitions.
This also fixes the hittest in parts_update_mouse() to account for the
parent's global position, and to use the DEFAULT state hitbox (matching
the original engine's behavior).
PartsEngine in Rance 9 manages multiple "controllers" (called "layers"
in game scripts) that provide part grouping, draw-order control, and
bulk release. This implements the core controller API:
- AddController / RemoveController: push/pop a controller on the
stack. RemoveController releases all parts belonging to the removed
controller and returns their IDs in erase_number_list.
- SetActiveLayer / GetActiveLayer / GetSystemOverlayLayer: control
which controller newly created parts are assigned to. The system
overlay controller is a special controller that always renders on
top and survives ReleaseAllWithoutSystem.
- ReleaseAllWithoutSystem: releases all parts except those in the
system overlay controller and re-initializes the controller stack.
Controllers are identified by their position in the stack (0 = bottom).
Draw ordering uses the scene's two-level sprite sorting: sp.z is set to
the controller's stack index and sp.z2 to the part's Z value, so parts
in higher controllers always render above lower ones regardless of
individual Z values. When the parts_multi_controller flag (see below) is
false, the original Z ordering is preserved (allowing Z-interleaving
with non-parts scene sprites -- see #180) for compatibility with games
that do not use controllers.
Save/load of the controller stack and per-part controller_no is gated on
a parts_multi_controller flag (set at PreLink time when the game's HLL
exports AddController) rather than a save version bump. This keeps the
save format stable for games that do not use controllers, while allowing
the save format to evolve freely during development.
This adds PARTS_MOVIE type which creates a SACT sprite as a render
target for DrawMovie.
The GL texture is shared between the SACT sprite and parts_common, so
movie frames rendered to the sprite are directly visible through the
parts engine's rendering path.
In Rance 9 (and Blade Briders), KiwiSoundEngine looks up BGM and sound
files in archives by name formatted as "%05d" rather than by archive
index. Since the Sound_Seek function only exists in these games' HLL
definitions, its presence is used to switch Music_IsExist, Music_Prepare,
Sound_IsExist and Sound_Prepare to name-based lookups at PreLink time.
PartsEngine.UpdateComponent() is a three-argument function that
corresponds to the older PartsEngine's Update() function.
PE_UpdateComponent is a one-argument function for
GUIEngine.UpdateComponent().
As noted in notes/parts-engine.md, many functions have been renamed.
They link to existing PE_ functions.
Some functions have had their arguments or return values changed from
int to float. For now, they just use the existing int functions.