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303 lines
No EOL
7.6 KiB
C++
Executable file
303 lines
No EOL
7.6 KiB
C++
Executable file
#ifndef EVENTS_H
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#define EVENTS_H
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#include "dobject.h"
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#include "serializer.h"
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#include "d_event.h"
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#include "d_gui.h"
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class DStaticEventHandler;
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// register
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bool E_RegisterHandler(DStaticEventHandler* handler);
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// unregister
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bool E_UnregisterHandler(DStaticEventHandler* handler);
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// find
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bool E_CheckHandler(DStaticEventHandler* handler);
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// check type
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bool E_IsStaticType(PClass* type);
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// init static handlers
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void E_InitStaticHandlers(bool map);
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// shutdown handlers
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void E_Shutdown(bool map);
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// called right after the map has loaded (approximately same time as OPEN ACS scripts)
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void E_WorldLoaded();
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// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
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void E_WorldUnloaded();
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// called right after the map has loaded (every time, UNSAFE VERSION)
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void E_WorldLoadedUnsafe();
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// called right before the map is unloaded (every time, UNSAFE VERSION)
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void E_WorldUnloadedUnsafe();
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// called around PostBeginPlay of each actor.
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void E_WorldThingSpawned(AActor* actor);
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// called after AActor::Die of each actor.
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void E_WorldThingDied(AActor* actor, AActor* inflictor);
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// called after AActor::Revive.
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void E_WorldThingRevived(AActor* actor);
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// called before P_DamageMobj and before AActor::DamageMobj virtuals.
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void E_WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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// called before AActor::Destroy of each actor.
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void E_WorldThingDestroyed(AActor* actor);
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// same as ACS SCRIPT_Lightning
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void E_WorldLightning();
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// this executes on every tick, before everything
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void E_WorldTick();
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// called on each render frame once.
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void E_RenderFrame();
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// called after everything's been rendered, but before console/menus
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void E_RenderOverlay();
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// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
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void E_PlayerEntered(int num, bool fromhub);
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// this executes when a player respawns. includes resurrect cheat.
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void E_PlayerRespawned(int num);
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// this executes when a player dies (partially duplicating worldthingdied, but whatever)
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void E_PlayerDied(int num);
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// this executes when a player leaves the game
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void E_PlayerDisconnected(int num);
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// this executes on events.
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bool E_Responder(event_t* ev); // splits events into InputProcess and UiProcess
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// this executes on console/net events.
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void E_Console(int player, FString name, int arg1, int arg2, int arg3);
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// check if there is anything that should receive GUI events
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bool E_CheckUiProcessors();
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// check if we need native mouse due to UiProcessors
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bool E_CheckRequireMouse();
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// serialization stuff
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void E_SerializeEvents(FSerializer& arc);
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// ==============================================
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//
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// EventHandler - base class
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//
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// ==============================================
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class DStaticEventHandler : public DObject // make it a part of normal GC process
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{
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DECLARE_CLASS(DStaticEventHandler, DObject)
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public:
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DStaticEventHandler()
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{
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prev = 0;
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next = 0;
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Order = 0;
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IsUiProcessor = false;
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}
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DStaticEventHandler* prev;
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DStaticEventHandler* next;
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virtual bool IsStatic() { return true; }
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//
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int Order;
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bool IsUiProcessor;
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bool RequireMouse;
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// serialization handler. let's keep it here so that I don't get lost in serialized/not serialized fields
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void Serialize(FSerializer& arc) override
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{
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Super::Serialize(arc);
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if (arc.isReading())
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{
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Printf("DStaticEventHandler::Serialize: reading object %s\n", GetClass()->TypeName.GetChars());
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}
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else
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{
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Printf("DStaticEventHandler::Serialize: store object %s\n", GetClass()->TypeName.GetChars());
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}
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arc("Order", Order);
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arc("IsUiProcessor", IsUiProcessor);
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arc("RequireMouse", RequireMouse);
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}
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// destroy handler. this unlinks EventHandler from the list automatically.
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void OnDestroy() override;
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//
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void OnRegister(); // you can set order and IsUi here.
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void OnUnregister();
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//
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void WorldLoaded();
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void WorldUnloaded();
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void WorldThingSpawned(AActor*);
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void WorldThingDied(AActor*, AActor*);
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void WorldThingRevived(AActor*);
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void WorldThingDamaged(AActor*, AActor*, AActor*, int, FName, int, DAngle);
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void WorldThingDestroyed(AActor*);
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void WorldLightning();
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void WorldTick();
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//
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void RenderFrame();
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void RenderOverlay();
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//
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void PlayerEntered(int num, bool fromhub);
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void PlayerRespawned(int num);
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void PlayerDied(int num);
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void PlayerDisconnected(int num);
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// return true if handled.
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bool InputProcess(event_t* ev);
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bool UiProcess(event_t* ev);
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//
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void ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3);
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};
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class DEventHandler : public DStaticEventHandler
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{
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DECLARE_CLASS(DEventHandler, DStaticEventHandler) // TODO: make sure this does not horribly break anything
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public:
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bool IsStatic() override { return false; }
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};
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extern DStaticEventHandler* E_FirstEventHandler;
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// we cannot call this DEvent because in ZScript, 'event' is a keyword
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class DBaseEvent : public DObject
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{
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DECLARE_CLASS(DBaseEvent, DObject)
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public:
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DBaseEvent()
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{
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// each type of event is created only once to avoid new/delete hell
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// since from what I remember object creation and deletion results in a lot of GC processing
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// (and we aren't supposed to pass event objects around anyway)
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this->ObjectFlags |= OF_Fixed;
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// we don't want to store events into the savegames because they are global.
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this->ObjectFlags |= OF_Transient;
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}
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};
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class DRenderEvent : public DBaseEvent
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{
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DECLARE_CLASS(DRenderEvent, DBaseEvent)
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public:
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// these are for all render events
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DVector3 ViewPos;
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DAngle ViewAngle;
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DAngle ViewPitch;
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DAngle ViewRoll;
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double FracTic; // 0..1 value that describes where we are inside the current gametic, render-wise.
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AActor* Camera;
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DRenderEvent()
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{
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FracTic = 0;
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Camera = nullptr;
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}
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};
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class DWorldEvent : public DBaseEvent
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{
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DECLARE_CLASS(DWorldEvent, DBaseEvent)
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public:
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// for loaded/unloaded
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bool IsSaveGame;
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bool IsReopen;
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// for thingspawned, thingdied, thingdestroyed
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AActor* Thing;
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// for thingdied
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AActor* Inflictor; // can be null
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// for damagemobj
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int Damage;
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AActor* DamageSource; // can be null
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FName DamageType;
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int DamageFlags;
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DAngle DamageAngle;
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DWorldEvent()
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{
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IsSaveGame = false;
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IsReopen = false;
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Thing = nullptr;
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Inflictor = nullptr;
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Damage = 0;
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DamageSource = nullptr;
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DamageFlags = 0;
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}
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};
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class DPlayerEvent : public DBaseEvent
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{
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DECLARE_CLASS(DPlayerEvent, DBaseEvent)
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public:
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// we currently have only one member: player index
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// in ZScript, we have global players[] array from which we can
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// get both the player itself and player's body,
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// so no need to pass it here.
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int PlayerNumber;
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// we set this to true if level was reopened (RETURN scripts)
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bool IsReturn;
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DPlayerEvent()
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{
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PlayerNumber = -1;
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IsReturn = false;
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}
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};
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class DUiEvent : public DBaseEvent
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{
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DECLARE_CLASS(DUiEvent, DBaseEvent)
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public:
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// this essentially translates event_t UI events to ZScript.
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EGUIEvent Type;
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// for keys/chars/whatever
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FString KeyString;
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int KeyChar;
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// for mouse
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int MouseX;
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int MouseY;
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// global (?)
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bool IsShift;
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bool IsCtrl;
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bool IsAlt;
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DUiEvent()
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{
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Type = EV_GUI_None;
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}
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};
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class DInputEvent : public DBaseEvent
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{
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DECLARE_CLASS(DInputEvent, DBaseEvent)
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public:
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// this translates regular event_t events to ZScript (not UI, UI events are sent via DUiEvent and only if requested!)
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EGenericEvent Type;
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// for keys
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int KeyScan;
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FString KeyString;
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int KeyChar;
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// for mouse
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int MouseX;
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int MouseY;
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DInputEvent()
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{
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Type = EV_None;
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}
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};
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class DConsoleEvent : public DBaseEvent
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{
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DECLARE_CLASS(DConsoleEvent, DBaseEvent)
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public:
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// player that activated this event. note that it's always -1 for non-playsim events (i.e. these not called with netevent)
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int Player;
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//
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FString Name;
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int Args[3];
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DConsoleEvent()
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{
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Player = -1;
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}
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};
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#endif |