gzdoom/src/events.cpp

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#include "events.h"
#include "virtual.h"
#include "r_utility.h"
DStaticEventHandler* E_FirstEventHandler = nullptr;
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bool E_RegisterHandler(DStaticEventHandler* handler)
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{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return false;
if (E_CheckHandler(handler))
return false;
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// link into normal list
handler->prev = nullptr;
handler->next = E_FirstEventHandler;
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if (handler->next)
handler->next->prev = handler;
E_FirstEventHandler = handler;
return true;
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}
bool E_UnregisterHandler(DStaticEventHandler* handler)
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{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return false;
if (!E_CheckHandler(handler))
return false;
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// link out of normal list
if (handler->prev)
handler->prev->next = handler->next;
if (handler->next)
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;
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}
void E_MapLoaded()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->MapLoaded();
}
void E_MapUnloading()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->MapUnloading();
}
void E_RenderFrame()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderFrame();
}
void E_RenderCamera()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderCamera();
}
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void E_RenderBeforeThing(AActor* thing)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderBeforeThing(thing);
}
void E_RenderAfterThing(AActor* thing)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderAfterThing(thing);
}
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// declarations
IMPLEMENT_CLASS(DStaticEventHandler, false, false);
IMPLEMENT_CLASS(DStaticRenderEventHandler, false, false);
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IMPLEMENT_CLASS(DEventHandler, false, false);
IMPLEMENT_CLASS(DRenderEventHandler, false, false);
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);
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DEFINE_ACTION_FUNCTION(DEventHandler, Create)
{
PARAM_PROLOGUE;
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);
}
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// generate a new object of this type.
ACTION_RETURN_OBJECT(t->CreateNew());
}
DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
{
PARAM_PROLOGUE;
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 (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.
ACTION_RETURN_OBJECT(t->CreateNew());
}
DEFINE_ACTION_FUNCTION(DEventHandler, Find)
{
PARAM_PROLOGUE;
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);
}
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DEFINE_ACTION_FUNCTION(DEventHandler, Register)
{
PARAM_PROLOGUE;
PARAM_OBJECT(handler, DStaticEventHandler);
if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
ACTION_RETURN_BOOL(E_RegisterHandler(handler));
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}
DEFINE_ACTION_FUNCTION(DEventHandler, Unregister)
{
PARAM_PROLOGUE;
PARAM_OBJECT(handler, DStaticEventHandler);
if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
ACTION_RETURN_BOOL(E_UnregisterHandler(handler));
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}
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#define DEFINE_EVENT_HANDLER(cls, funcname, args) DEFINE_ACTION_FUNCTION(cls, funcname) \
{ \
PARAM_SELF_PROLOGUE(cls); \
return 0; \
} \
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void cls::funcname(args) \
{ \
IFVIRTUAL(cls, funcname) \
{ \
if (func == cls##_##funcname##_VMPtr) \
return; \
VMValue params[1] = { (cls*)this }; \
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr); \
} \
}
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*)
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//
void DStaticEventHandler::OnDestroy()
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{
E_UnregisterHandler(this);
DObject::OnDestroy();
}
void DStaticRenderEventHandler::Setup()
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{
ViewPos = ::ViewPos;
ViewAngle = ::ViewAngle;
ViewPitch = ::ViewPitch;
ViewRoll = ::ViewRoll;
FracTic = ::r_TicFracF;
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Camera = ::camera;
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}
void DStaticRenderEventHandler::RenderFrame()
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{
Setup();
DStaticEventHandler::RenderFrame();
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}
void DStaticRenderEventHandler::RenderCamera()
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{
Setup();
DStaticEventHandler::RenderCamera();
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}
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void DStaticRenderEventHandler::RenderBeforeThing(AActor* thing)
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{
CurrentThing = thing;
DStaticEventHandler::RenderBeforeThing(thing);
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}
void DStaticRenderEventHandler::RenderAfterThing(AActor* thing)
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{
CurrentThing = thing;
DStaticEventHandler::RenderAfterThing(thing);
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}