Made the EventHandler class tree a bit more branchy. Now disallowing creation of Static* via EventHandler.Create.

This commit is contained in:
ZZYZX 2017-01-22 08:56:57 +02:00
parent 5e53b73d60
commit fb1d55101e
7 changed files with 128 additions and 70 deletions

View File

@ -2,24 +2,29 @@
#include "virtual.h"
#include "r_utility.h"
DEventHandler* E_FirstEventHandler = nullptr;
DStaticEventHandler* E_FirstEventHandler = nullptr;
void E_RegisterHandler(DEventHandler* handler)
bool E_RegisterHandler(DStaticEventHandler* handler)
{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return;
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;
return true;
}
void E_UnregisterHandler(DEventHandler* handler)
bool E_UnregisterHandler(DStaticEventHandler* handler)
{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return;
return false;
if (!E_CheckHandler(handler))
return false;
// link out of normal list
if (handler->prev)
handler->prev->next = handler->next;
@ -27,60 +32,78 @@ void E_UnregisterHandler(DEventHandler* handler)
handler->next->prev = handler->prev;
if (handler == E_FirstEventHandler)
E_FirstEventHandler = handler->next;
return true;
}
bool E_CheckHandler(DStaticEventHandler* handler)
{
for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
if (handler == lhandler) return true;
return false;
}
void E_MapLoaded()
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->MapLoaded();
}
void E_MapUnloading()
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->MapUnloading();
}
void E_RenderFrame()
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderFrame();
}
void E_RenderCamera()
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderCamera();
}
void E_RenderBeforeThing(AActor* thing)
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderBeforeThing(thing);
}
void E_RenderAfterThing(AActor* thing)
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderAfterThing(thing);
}
// declarations
IMPLEMENT_CLASS(DStaticEventHandler, false, false);
IMPLEMENT_CLASS(DStaticRenderEventHandler, false, false);
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_FIELD_X(RenderEventHandler, DRenderEventHandler, Camera);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, CurrentThing);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPos);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewAngle);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPitch);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewRoll);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, FracTic);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, Camera);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, CurrentThing);
DEFINE_ACTION_FUNCTION(DEventHandler, Create)
{
PARAM_PROLOGUE;
PARAM_CLASS(t, DEventHandler);
PARAM_CLASS(t, DStaticEventHandler);
// check if type inherits dynamic handlers
if (!t->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
!t->IsDescendantOf(RUNTIME_CLASS(DRenderEventHandler)))
{
// disallow static types creation with Create()
ACTION_RETURN_OBJECT(nullptr);
}
// generate a new object of this type.
ACTION_RETURN_OBJECT(t->CreateNew());
}
@ -88,9 +111,16 @@ DEFINE_ACTION_FUNCTION(DEventHandler, Create)
DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
{
PARAM_PROLOGUE;
PARAM_CLASS(t, DEventHandler);
PARAM_CLASS(t, DStaticEventHandler);
// check if type inherits dynamic handlers
if (!t->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
!t->IsDescendantOf(RUNTIME_CLASS(DRenderEventHandler)))
{
// disallow static types creation with Create()
ACTION_RETURN_OBJECT(nullptr);
}
// check if there are already registered handlers of this type.
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
if (handler->GetClass() == t) // check precise class
ACTION_RETURN_OBJECT(nullptr);
// generate a new object of this type.
@ -100,8 +130,8 @@ DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
DEFINE_ACTION_FUNCTION(DEventHandler, Find)
{
PARAM_PROLOGUE;
PARAM_CLASS(t, DEventHandler);
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
PARAM_CLASS(t, DStaticEventHandler);
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
if (handler->GetClass() == t) // check precise class
ACTION_RETURN_OBJECT(handler);
ACTION_RETURN_OBJECT(nullptr);
@ -110,17 +140,17 @@ DEFINE_ACTION_FUNCTION(DEventHandler, Find)
DEFINE_ACTION_FUNCTION(DEventHandler, Register)
{
PARAM_PROLOGUE;
PARAM_OBJECT(handler, DEventHandler);
E_RegisterHandler(handler);
return 0;
PARAM_OBJECT(handler, DStaticEventHandler);
if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
ACTION_RETURN_BOOL(E_RegisterHandler(handler));
}
DEFINE_ACTION_FUNCTION(DEventHandler, Unregister)
{
PARAM_PROLOGUE;
PARAM_OBJECT(handler, DEventHandler);
E_UnregisterHandler(handler);
return 0;
PARAM_OBJECT(handler, DStaticEventHandler);
if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
ACTION_RETURN_BOOL(E_UnregisterHandler(handler));
}
#define DEFINE_EVENT_HANDLER(cls, funcname, args) DEFINE_ACTION_FUNCTION(cls, funcname) \
@ -139,21 +169,21 @@ void cls::funcname(args) \
} \
}
DEFINE_EVENT_HANDLER(DEventHandler, MapLoaded,)
DEFINE_EVENT_HANDLER(DEventHandler, MapUnloading,)
DEFINE_EVENT_HANDLER(DEventHandler, RenderFrame,)
DEFINE_EVENT_HANDLER(DEventHandler, RenderCamera,)
DEFINE_EVENT_HANDLER(DEventHandler, RenderBeforeThing, AActor*)
DEFINE_EVENT_HANDLER(DEventHandler, RenderAfterThing, AActor*)
DEFINE_EVENT_HANDLER(DStaticEventHandler, MapLoaded,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, MapUnloading,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderFrame,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderCamera,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderBeforeThing, AActor*)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderAfterThing, AActor*)
//
void DEventHandler::OnDestroy()
void DStaticEventHandler::OnDestroy()
{
E_UnregisterHandler(this);
DObject::OnDestroy();
}
void DRenderEventHandler::Setup()
void DStaticRenderEventHandler::Setup()
{
ViewPos = ::ViewPos;
ViewAngle = ::ViewAngle;
@ -163,26 +193,26 @@ void DRenderEventHandler::Setup()
Camera = ::camera;
}
void DRenderEventHandler::RenderFrame()
void DStaticRenderEventHandler::RenderFrame()
{
Setup();
DEventHandler::RenderFrame();
DStaticEventHandler::RenderFrame();
}
void DRenderEventHandler::RenderCamera()
void DStaticRenderEventHandler::RenderCamera()
{
Setup();
DEventHandler::RenderCamera();
DStaticEventHandler::RenderCamera();
}
void DRenderEventHandler::RenderBeforeThing(AActor* thing)
void DStaticRenderEventHandler::RenderBeforeThing(AActor* thing)
{
CurrentThing = thing;
DEventHandler::RenderBeforeThing(thing);
DStaticEventHandler::RenderBeforeThing(thing);
}
void DRenderEventHandler::RenderAfterThing(AActor* thing)
void DStaticRenderEventHandler::RenderAfterThing(AActor* thing)
{
CurrentThing = thing;
DEventHandler::RenderAfterThing(thing);
DStaticEventHandler::RenderAfterThing(thing);
}

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@ -3,12 +3,14 @@
#include "dobject.h"
class DEventHandler;
class DStaticEventHandler;
// register
void E_RegisterHandler(DEventHandler* handler);
bool E_RegisterHandler(DStaticEventHandler* handler);
// unregister
void E_UnregisterHandler(DEventHandler* handler);
bool E_UnregisterHandler(DStaticEventHandler* handler);
// find
bool E_CheckHandler(DStaticEventHandler* handler);
// called right after the map has loaded (approximately same time as OPEN ACS scripts)
void E_MapLoaded();
@ -23,18 +25,22 @@ void E_RenderBeforeThing(AActor* thing);
// called after adding each actor to the render list
void E_RenderAfterThing(AActor* thing);
class DEventHandler : public DObject // make it a part of normal GC process
class DStaticEventHandler : public DObject // make it a part of normal GC process
{
DECLARE_CLASS(DEventHandler, DObject)
DECLARE_CLASS(DStaticEventHandler, DObject)
public:
DEventHandler* prev;
DEventHandler* next;
DEventHandler* unregPrev;
DEventHandler* unregNext;
DStaticEventHandler* prev;
DStaticEventHandler* next;
DStaticEventHandler* unregPrev;
DStaticEventHandler* unregNext;
virtual bool IsStatic() { return true; }
// 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);
// 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)
@ -48,11 +54,17 @@ public:
// called after adding each actor to the render list
virtual void RenderAfterThing(AActor* thing);
};
extern DEventHandler* E_FirstEventHandler;
class DRenderEventHandler : public DEventHandler
class DEventHandler : public DStaticEventHandler
{
DECLARE_CLASS(DRenderEventHandler, DEventHandler)
DECLARE_CLASS(DEventHandler, DStaticEventHandler) // TODO: make sure this does not horribly break anything
public:
bool IsStatic() override { return false; }
};
extern DStaticEventHandler* E_FirstEventHandler;
class DStaticRenderEventHandler : public DStaticEventHandler
{
DECLARE_CLASS(DStaticRenderEventHandler, DStaticEventHandler)
public:
// these are for all render events
DVector3 ViewPos;
@ -91,5 +103,11 @@ public:
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; }
};
#endif

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@ -85,6 +85,7 @@
#include "p_spec.h"
#include "serializer.h"
#include "virtual.h"
#include "events.h"
#include "gi.h"
@ -655,6 +656,7 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
// [RH] Give scripts a chance to do something
unloading = true;
FBehavior::StaticStartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
E_MapUnloading();
unloading = false;
STAT_ChangeLevel(nextlevel);

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@ -650,7 +650,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
if (thing == nullptr)
return;
DRenderEventHandler::AutoThing autoRenderThingEvent(thing);
DStaticRenderEventHandler::AutoThing autoRenderThingEvent(thing);
// [ZZ] allow CustomSprite-style direct picnum specification
bool isPicnumOverride = thing->picnum.isValid();

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@ -39,6 +39,7 @@
#include "d_event.h"
#include "g_level.h"
#include "gstrings.h"
#include "events.h"
#include "i_system.h"
#include "m_argv.h"
@ -1442,6 +1443,8 @@ void P_SpawnSpecials (void)
break;
}
}
// [ZZ] Loading event hook
E_MapLoaded();
// [RH] Start running any open scripts on this map
FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false);
}

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@ -1245,7 +1245,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
if (thing->validcount == validcount) continue;
thing->validcount = validcount;
DRenderEventHandler::AutoThing autoRenderThingEvent(thing);
DStaticRenderEventHandler::AutoThing autoRenderThingEvent(thing);
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)

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@ -1,12 +1,5 @@
class EventHandler : Object native
class StaticEventHandler : Object native
{
static native EventHandler Create(class<EventHandler> type);
static native EventHandler CreateOnce(class<EventHandler> type);
static native EventHandler Find(class<EventHandler> type);
static native bool Register(EventHandler handler);
static native bool Unregister(EventHandler handler);
virtual native void MapLoaded();
virtual native void MapUnloading();
@ -16,7 +9,7 @@ class EventHandler : Object native
virtual native void RenderAfterThing();
}
class RenderEventHandler : EventHandler native
class StaticRenderEventHandler : StaticEventHandler native
{
// for frame and camera
native readonly Vector3 ViewPos;
@ -29,3 +22,15 @@ class RenderEventHandler : EventHandler native
// for thing
native readonly Actor CurrentThing;
}
class EventHandler : StaticEventHandler native
{
static native StaticEventHandler Create(class<StaticEventHandler> type);
static native StaticEventHandler CreateOnce(class<StaticEventHandler> type);
static native StaticEventHandler Find(class<StaticEventHandler> type);
static native bool Register(StaticEventHandler handler);
static native bool Unregister(StaticEventHandler handler);
}
class RenderEventHandler : StaticRenderEventHandler native { }