gzdoom-gles/src/events.h

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#ifndef EVENTS_H
#define EVENTS_H
#include "dobject.h"
class DStaticEventHandler;
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// register
bool E_RegisterHandler(DStaticEventHandler* handler);
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// unregister
bool E_UnregisterHandler(DStaticEventHandler* handler);
// find
bool E_CheckHandler(DStaticEventHandler* handler);
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// called right after the map has loaded (approximately same time as OPEN ACS scripts)
void E_MapLoaded();
// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
void E_MapUnloading();
// called on each render frame once.
void E_RenderFrame();
// called before entering each actor's view (including RenderFrame)
void E_RenderCamera();
// called before adding each actor to the render list
void E_RenderBeforeThing(AActor* thing);
// called after adding each actor to the render list
void E_RenderAfterThing(AActor* thing);
class DStaticEventHandler : public DObject // make it a part of normal GC process
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{
DECLARE_CLASS(DStaticEventHandler, DObject)
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public:
DStaticEventHandler* prev;
DStaticEventHandler* next;
DStaticEventHandler* unregPrev;
DStaticEventHandler* unregNext;
virtual bool IsStatic() { return true; }
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// destroy handler. this unlinks EventHandler from the list automatically.
void OnDestroy() override;
// this checks if we are /actually/ static, using DObject dynamic typing system.
static bool IsActuallyStatic(PClass* type);
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// called right after the map has loaded (approximately same time as OPEN ACS scripts)
virtual void MapLoaded();
// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
virtual void MapUnloading();
// called on each render frame once.
virtual void RenderFrame();
// called before entering each actor's view (including RenderFrame)
virtual void RenderCamera();
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// called before adding each actor to the render list
virtual void RenderBeforeThing(AActor* thing);
// called after adding each actor to the render list
virtual void RenderAfterThing(AActor* thing);
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};
class DEventHandler : public DStaticEventHandler
{
DECLARE_CLASS(DEventHandler, DStaticEventHandler) // TODO: make sure this does not horribly break anything
public:
bool IsStatic() override { return false; }
};
extern DStaticEventHandler* E_FirstEventHandler;
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class DStaticRenderEventHandler : public DStaticEventHandler
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{
DECLARE_CLASS(DStaticRenderEventHandler, DStaticEventHandler)
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public:
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// these are for all render events
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DVector3 ViewPos;
DAngle ViewAngle;
DAngle ViewPitch;
DAngle ViewRoll;
double FracTic; // 0..1 value that describes where we are inside the current gametic, render-wise.
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// this makes sense in RenderCamera
AActor* Camera;
// this is for RenderBeforeThing and RenderAfterThing
AActor* CurrentThing;
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void RenderFrame() override;
void RenderCamera() override;
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void RenderBeforeThing(AActor* thing) override;
void RenderAfterThing(AActor* thing) override;
// this is a class that I use to automatically call RenderAfterThing.
// C++ is really horrible for not providing try-finally statement.
struct AutoThing
{
AActor* thing;
AutoThing(AActor* thing)
{
this->thing = thing;
E_RenderBeforeThing(this->thing);
}
~AutoThing()
{
E_RenderAfterThing(this->thing);
}
};
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private:
void Setup();
};
class DRenderEventHandler : public DStaticRenderEventHandler
{
DECLARE_CLASS(DRenderEventHandler, DStaticRenderEventHandler) // TODO: make sure this does not horribly break anythings
public:
bool IsStatic() override { return false; }
};
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#endif