gzdoom-gles/src/events.h

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#ifndef EVENTS_H
#define EVENTS_H
#include "dobject.h"
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class DEventHandler;
// register
void E_RegisterHandler(DEventHandler* handler);
// unregister
void E_UnregisterHandler(DEventHandler* handler);
// 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);
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class DEventHandler : public DObject // make it a part of normal GC process
{
DECLARE_CLASS(DEventHandler, DObject)
public:
DEventHandler* prev;
DEventHandler* next;
DEventHandler* unregPrev;
DEventHandler* unregNext;
// destroy handler. this unlinks EventHandler from the list automatically.
void OnDestroy() override;
// 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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};
extern DEventHandler* E_FirstEventHandler;
class DRenderEventHandler : public DEventHandler
{
DECLARE_CLASS(DRenderEventHandler, DEventHandler)
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();
};
#endif