gzdoom-gles/src/events.cpp

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2017-01-22 00:33:53 +00:00
#include "events.h"
#include "virtual.h"
#include "r_utility.h"
DEventHandler* E_FirstDEventHandler = nullptr;
void E_RegisterHandler(DEventHandler* handler)
{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return;
// link into normal list
handler->prev = nullptr;
handler->next = E_FirstDEventHandler;
if (handler->next)
handler->next->prev = handler;
E_FirstDEventHandler = handler;
}
void E_UnregisterHandler(DEventHandler* handler)
{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return;
// link out of normal list
if (handler->prev)
handler->prev->next = handler->next;
if (handler->next)
handler->next->prev = handler->prev;
if (handler == E_FirstDEventHandler)
E_FirstDEventHandler = handler->next;
}
void E_MapLoaded()
{
for (DEventHandler* handler = E_FirstDEventHandler; handler; handler = handler->next)
handler->MapLoaded();
}
void E_MapUnloading()
{
for (DEventHandler* handler = E_FirstDEventHandler; handler; handler = handler->next)
handler->MapUnloading();
}
void E_RenderFrame()
{
for (DEventHandler* handler = E_FirstDEventHandler; handler; handler = handler->next)
handler->RenderFrame();
}
void E_RenderCamera()
{
for (DEventHandler* handler = E_FirstDEventHandler; handler; handler = handler->next)
handler->RenderCamera();
}
// declarations
IMPLEMENT_CLASS(DEventHandler, false, false);
IMPLEMENT_CLASS(DRenderEventHandler, false, false);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewPos);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewAngle);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewPitch);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewRoll);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, FracTic);
DEFINE_ACTION_FUNCTION(DEventHandler, Create)
{
PARAM_PROLOGUE;
PARAM_CLASS(t, DEventHandler);
// generate a new object of this type.
ACTION_RETURN_OBJECT(t->CreateNew());
}
DEFINE_ACTION_FUNCTION(DEventHandler, Register)
{
PARAM_PROLOGUE;
PARAM_OBJECT(handler, DEventHandler);
E_RegisterHandler(handler);
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, Unregister)
{
PARAM_PROLOGUE;
PARAM_OBJECT(handler, DEventHandler);
E_UnregisterHandler(handler);
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, MapLoaded)
{
PARAM_SELF_PROLOGUE(DEventHandler);
// do nothing
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, MapUnloading)
{
PARAM_SELF_PROLOGUE(DEventHandler);
// do nothing
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, RenderFrame)
{
PARAM_SELF_PROLOGUE(DEventHandler);
// do nothing
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, RenderCamera)
{
PARAM_SELF_PROLOGUE(DEventHandler);
// do nothing
return 0;
}
//
void DEventHandler::OnDestroy()
{
E_UnregisterHandler(this);
DObject::OnDestroy();
}
void DEventHandler::MapLoaded()
{
IFVIRTUAL(DEventHandler, MapLoaded)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DEventHandler*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
}
void DEventHandler::MapUnloading()
{
IFVIRTUAL(DEventHandler, MapUnloading)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DEventHandler*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
}
void DEventHandler::RenderFrame()
{
IFVIRTUAL(DEventHandler, RenderFrame)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DEventHandler*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
}
void DEventHandler::RenderCamera()
{
IFVIRTUAL(DEventHandler, RenderCamera)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DEventHandler*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
}
void DRenderEventHandler::Setup()
{
ViewPos = ::ViewPos;
ViewAngle = ::ViewAngle;
ViewPitch = ::ViewPitch;
ViewRoll = ::ViewRoll;
FracTic = ::r_TicFracF;
}
void DRenderEventHandler::RenderFrame()
{
Setup();
DEventHandler::RenderFrame();
}
void DRenderEventHandler::RenderCamera()
{
Setup();
DEventHandler::RenderCamera();
}