mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Added ordering for handlers - by int value returned by virtual function GetOrder(); Also, some handlers (WorldUnloaded and WorldThingDestroyed) are now executed in reverse order.
This commit is contained in:
parent
765bc2db39
commit
bc1194d03b
3 changed files with 86 additions and 8 deletions
|
@ -7,6 +7,7 @@
|
|||
#include "actor.h"
|
||||
|
||||
DStaticEventHandler* E_FirstEventHandler = nullptr;
|
||||
DStaticEventHandler* E_LastEventHandler = nullptr;
|
||||
|
||||
bool E_RegisterHandler(DStaticEventHandler* handler)
|
||||
{
|
||||
|
@ -14,17 +15,53 @@ bool E_RegisterHandler(DStaticEventHandler* handler)
|
|||
return false;
|
||||
if (E_CheckHandler(handler))
|
||||
return false;
|
||||
|
||||
// link into normal list
|
||||
handler->prev = nullptr;
|
||||
handler->next = E_FirstEventHandler;
|
||||
if (handler->next)
|
||||
handler->next->prev = handler;
|
||||
E_FirstEventHandler = handler;
|
||||
// update: link at specific position based on order.
|
||||
DStaticEventHandler* before = nullptr;
|
||||
for (DStaticEventHandler* existinghandler = E_FirstEventHandler; existinghandler; existinghandler = existinghandler->next)
|
||||
{
|
||||
if (existinghandler->GetOrder() > handler->GetOrder())
|
||||
{
|
||||
before = existinghandler;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 1. MyHandler2->1:
|
||||
// E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler2
|
||||
// 2. MyHandler3->2:
|
||||
// E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler3
|
||||
|
||||
if (before != nullptr)
|
||||
{
|
||||
// if before is not null, link it before the existing handler.
|
||||
// note that before can be first handler, check for this.
|
||||
handler->next = before;
|
||||
handler->prev = before->prev;
|
||||
before->prev = handler;
|
||||
if (before == E_FirstEventHandler)
|
||||
E_FirstEventHandler = handler;
|
||||
}
|
||||
else
|
||||
{
|
||||
// so if before is null, it means add last.
|
||||
// it can also mean that we have no handlers at all yet.
|
||||
handler->prev = E_LastEventHandler;
|
||||
handler->next = nullptr;
|
||||
if (E_FirstEventHandler == nullptr)
|
||||
E_FirstEventHandler = handler;
|
||||
E_LastEventHandler = handler;
|
||||
if (handler->prev != nullptr)
|
||||
handler->prev->next = handler;
|
||||
}
|
||||
|
||||
if (handler->IsStatic())
|
||||
{
|
||||
handler->ObjectFlags |= OF_Fixed;
|
||||
handler->ObjectFlags |= OF_Transient;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -41,6 +78,8 @@ bool E_UnregisterHandler(DStaticEventHandler* handler)
|
|||
handler->next->prev = handler->prev;
|
||||
if (handler == E_FirstEventHandler)
|
||||
E_FirstEventHandler = handler->next;
|
||||
if (handler == E_LastEventHandler)
|
||||
E_LastEventHandler = handler->prev;
|
||||
if (handler->IsStatic())
|
||||
{
|
||||
handler->ObjectFlags &= ~(OF_Fixed|OF_Transient);
|
||||
|
@ -224,7 +263,7 @@ void E_WorldLoaded()
|
|||
|
||||
void E_WorldUnloaded()
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
|
||||
{
|
||||
if (handler->IsStatic()) continue;
|
||||
handler->WorldUnloaded();
|
||||
|
@ -242,7 +281,7 @@ void E_WorldLoadedUnsafe()
|
|||
|
||||
void E_WorldUnloadedUnsafe()
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
|
||||
{
|
||||
if (!handler->IsStatic()) continue;
|
||||
handler->WorldUnloaded();
|
||||
|
@ -294,7 +333,7 @@ void E_WorldThingDestroyed(AActor* actor)
|
|||
// this is because Destroyed should be reverse of Spawned. we don't want to catch random inventory give failures.
|
||||
if (!(actor->ObjectFlags & OF_Spawned))
|
||||
return;
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
|
||||
handler->WorldThingDestroyed(actor);
|
||||
}
|
||||
|
||||
|
@ -449,6 +488,12 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
|
|||
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
|
||||
DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderFrame)
|
||||
|
||||
DEFINE_ACTION_FUNCTION(DStaticEventHandler, GetOrder)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(DStaticEventHandler);
|
||||
ACTION_RETURN_INT(0);
|
||||
}
|
||||
|
||||
// ===========================================
|
||||
//
|
||||
// Event handlers
|
||||
|
@ -630,3 +675,22 @@ void DStaticEventHandler::OnDestroy()
|
|||
E_UnregisterHandler(this);
|
||||
Super::OnDestroy();
|
||||
}
|
||||
|
||||
//
|
||||
int DStaticEventHandler::GetOrder()
|
||||
{
|
||||
// if we have cached order, return it.
|
||||
// otherwise call VM.
|
||||
if (haveorder)
|
||||
return order;
|
||||
|
||||
IFVIRTUAL(DStaticEventHandler, GetOrder)
|
||||
{
|
||||
VMReturn results[1] = { &order };
|
||||
VMValue params[1] = { (DStaticEventHandler*)this };
|
||||
GlobalVMStack.Call(func, params, 1, results, 1, nullptr);
|
||||
haveorder = true;
|
||||
}
|
||||
|
||||
return order;
|
||||
}
|
|
@ -59,12 +59,18 @@ public:
|
|||
{
|
||||
prev = 0;
|
||||
next = 0;
|
||||
order = 0;
|
||||
haveorder = false;
|
||||
}
|
||||
|
||||
DStaticEventHandler* prev;
|
||||
DStaticEventHandler* next;
|
||||
virtual bool IsStatic() { return true; }
|
||||
|
||||
// order is cached to avoid calling the VM for sorting too much
|
||||
int order;
|
||||
bool haveorder;
|
||||
|
||||
// serialization handler. let's keep it here so that I don't get lost in serialized/not serialized fields
|
||||
void Serialize(FSerializer& arc) override
|
||||
{
|
||||
|
@ -93,6 +99,9 @@ public:
|
|||
virtual void WorldLightning();
|
||||
virtual void WorldTick();
|
||||
virtual void RenderFrame();
|
||||
|
||||
// gets the order of this item.
|
||||
int GetOrder();
|
||||
};
|
||||
class DEventHandler : public DStaticEventHandler
|
||||
{
|
||||
|
|
|
@ -49,6 +49,11 @@ class StaticEventHandler : Object native
|
|||
virtual native void WorldTick(WorldEvent e);
|
||||
|
||||
virtual native void RenderFrame(RenderEvent e);
|
||||
|
||||
// this function should return a value that will be queried on Register() to decide the relative order of this handler to every other.
|
||||
// this is most useful in UI systems.
|
||||
// default is 0.
|
||||
virtual native int GetOrder();
|
||||
}
|
||||
|
||||
class EventHandler : StaticEventHandler native
|
||||
|
|
Loading…
Reference in a new issue