Added non-playsim console-called event

This commit is contained in:
ZZYZX 2017-02-06 15:52:20 +02:00
parent 7a03570e4a
commit 77546ad5c2
3 changed files with 107 additions and 3 deletions

View file

@ -5,6 +5,7 @@
#include "gi.h" #include "gi.h"
#include "v_text.h" #include "v_text.h"
#include "actor.h" #include "actor.h"
#include "c_dispatch.h"
DStaticEventHandler* E_FirstEventHandler = nullptr; DStaticEventHandler* E_FirstEventHandler = nullptr;
DStaticEventHandler* E_LastEventHandler = nullptr; DStaticEventHandler* E_LastEventHandler = nullptr;
@ -394,6 +395,12 @@ bool E_Responder(event_t* ev)
return false; return false;
} }
void E_Console(int player, FString name, int arg1, int arg2, int arg3)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->ConsoleProcess(player, name, arg1, arg2, arg3);
}
bool E_CheckUiProcessors() bool E_CheckUiProcessors()
{ {
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
@ -427,6 +434,7 @@ IMPLEMENT_CLASS(DWorldEvent, false, false)
IMPLEMENT_CLASS(DPlayerEvent, false, false) IMPLEMENT_CLASS(DPlayerEvent, false, false)
IMPLEMENT_CLASS(DUiEvent, false, false) IMPLEMENT_CLASS(DUiEvent, false, false)
IMPLEMENT_CLASS(DInputEvent, false, false) IMPLEMENT_CLASS(DInputEvent, false, false)
IMPLEMENT_CLASS(DConsoleEvent, false, false)
DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, Order); DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, Order);
DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, IsUiProcessor); DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, IsUiProcessor);
@ -468,6 +476,10 @@ DEFINE_FIELD_X(InputEvent, DInputEvent, KeyChar);
DEFINE_FIELD_X(InputEvent, DInputEvent, MouseX); DEFINE_FIELD_X(InputEvent, DInputEvent, MouseX);
DEFINE_FIELD_X(InputEvent, DInputEvent, MouseY); DEFINE_FIELD_X(InputEvent, DInputEvent, MouseY);
DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, Player)
DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, Name)
DEFINE_FIELD_X(ConsoleEvent, DConsoleEvent, Args)
DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder) DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
{ {
PARAM_SELF_PROLOGUE(DStaticEventHandler); PARAM_SELF_PROLOGUE(DStaticEventHandler);
@ -616,6 +628,8 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerDisconnected)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiProcess); DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiProcess);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, InputProcess); DEFINE_EMPTY_HANDLER(DStaticEventHandler, InputProcess);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, ConsoleProcess);
// =========================================== // ===========================================
// //
// Event handlers // Event handlers
@ -1012,9 +1026,67 @@ bool DStaticEventHandler::InputProcess(event_t* ev)
return false; return false;
} }
static DConsoleEvent* E_SetupConsoleEvent()
{
static DConsoleEvent* e = nullptr;
if (!e) e = (DConsoleEvent*)RUNTIME_CLASS(DConsoleEvent)->CreateNew();
e->Player = -1;
e->Name = "";
for (int i = 0; i < countof(e->Args); i++)
e->Args[i] = 0;
return e;
}
void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3)
{
IFVIRTUAL(DStaticEventHandler, ConsoleProcess)
{
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_ConsoleProcess_VMPtr)
return;
DConsoleEvent* e = E_SetupConsoleEvent();
//
e->Player = player;
e->Name = name;
e->Args[0] = arg1;
e->Args[1] = arg2;
e->Args[2] = arg3;
VMValue params[2] = { (DStaticEventHandler*)this, e };
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
}
}
// //
void DStaticEventHandler::OnDestroy() void DStaticEventHandler::OnDestroy()
{ {
E_UnregisterHandler(this); E_UnregisterHandler(this);
Super::OnDestroy(); Super::OnDestroy();
} }
// console stuff
// this is kinda like puke, except it distinguishes between local events and playsim events.
CCMD(event)
{
int argc = argv.argc();
if (argc < 2 || argc > 5)
{
Printf("Usage: event <name> [arg1] [arg2] [arg3]\n");
}
else
{
int arg[3] = { 0, 0, 0 };
int argn = MIN<int>(argc - 2, countof(arg));
for (int i = 0; i < argn; i++)
arg[i] = atoi(argv[2 + i]);
// call locally
E_Console(-1, argv[1], arg[0], arg[1], arg[2]);
}
}
CCMD(netevent)
{
}

View file

@ -57,6 +57,8 @@ void E_PlayerDied(int num);
void E_PlayerDisconnected(int num); void E_PlayerDisconnected(int num);
// this executes on events. // this executes on events.
bool E_Responder(event_t* ev); // splits events into InputProcess and UiProcess bool E_Responder(event_t* ev); // splits events into InputProcess and UiProcess
// this executes on console/net events.
void E_Console(int player, FString name, int arg1, int arg2, int arg3);
// check if there is anything that should receive GUI events // check if there is anything that should receive GUI events
bool E_CheckUiProcessors(); bool E_CheckUiProcessors();
@ -139,10 +141,12 @@ public:
void PlayerDied(int num); void PlayerDied(int num);
void PlayerDisconnected(int num); void PlayerDisconnected(int num);
//
// return true if handled. // return true if handled.
virtual bool InputProcess(event_t* ev); bool InputProcess(event_t* ev);
virtual bool UiProcess(event_t* ev); bool UiProcess(event_t* ev);
//
void ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3);
}; };
class DEventHandler : public DStaticEventHandler class DEventHandler : public DStaticEventHandler
{ {
@ -280,4 +284,20 @@ public:
} }
}; };
class DConsoleEvent : public DBaseEvent
{
DECLARE_CLASS(DConsoleEvent, DBaseEvent)
public:
// player that activated this event. note that it's always -1 for non-playsim events (i.e. these not called with netevent)
int Player;
//
FString Name;
int Args[3];
DConsoleEvent()
{
Player = -1;
}
};
#endif #endif

View file

@ -270,6 +270,15 @@ class InputEvent : BaseEvent native
native readonly int MouseY; native readonly int MouseY;
} }
class ConsoleEvent : BaseEvent native
{
// for net events, this will be the activator.
// for UI events, this is always -1, and you need to check if level is loaded and use players[consoleplayer].
native readonly int Player;
native readonly String Name;
native readonly int Args[3];
}
class StaticEventHandler : Object native class StaticEventHandler : Object native
{ {
// static event handlers CAN register other static event handlers. // static event handlers CAN register other static event handlers.
@ -311,6 +320,9 @@ class StaticEventHandler : Object native
virtual native bool UiProcess(UiEvent e); virtual native bool UiProcess(UiEvent e);
virtual native bool InputProcess(InputEvent e); virtual native bool InputProcess(InputEvent e);
//
virtual native void ConsoleProcess(ConsoleEvent e);
// this value will be queried on Register() to decide the relative order of this handler to every other. // this value will be queried on Register() to decide the relative order of this handler to every other.
// this is most useful in UI systems. // this is most useful in UI systems.
// default is 0. // default is 0.