Added: prototype event system

This commit is contained in:
ZZYZX 2017-01-22 02:33:53 +02:00
parent ee40135d55
commit 60406a3cb6
7 changed files with 258 additions and 0 deletions

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@ -1214,6 +1214,7 @@ set (PCH_SOURCES
scripting/zscript/zcc_expr.cpp
scripting/zscript/zcc_parser.cpp
sfmt/SFMT.cpp
events.cpp
)
enable_precompiled_headers( g_pch.h PCH_SOURCES )

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@ -110,6 +110,7 @@
#include "autosegs.h"
#include "fragglescript/t_fs.h"
#include "g_levellocals.h"
#include "events.h"
EXTERN_CVAR(Bool, hud_althud)
void DrawHUD();
@ -775,6 +776,9 @@ void D_Display ()
screen->SetBlendingRect(viewwindowx, viewwindowy,
viewwindowx + viewwidth, viewwindowy + viewheight);
// [ZZ] execute event hook that we just started the frame
E_RenderFrame();
//
Renderer->RenderView(&players[consoleplayer]);
if ((hw2d = screen->Begin2D(viewactive)))

184
src/events.cpp Executable file
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@ -0,0 +1,184 @@
#include "events.h"
#include "virtual.h"
#include "r_utility.h"
DEventHandler* E_FirstDEventHandler = nullptr;
void E_RegisterHandler(DEventHandler* handler)
{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return;
// link into normal list
handler->prev = nullptr;
handler->next = E_FirstDEventHandler;
if (handler->next)
handler->next->prev = handler;
E_FirstDEventHandler = handler;
}
void E_UnregisterHandler(DEventHandler* handler)
{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return;
// link out of normal list
if (handler->prev)
handler->prev->next = handler->next;
if (handler->next)
handler->next->prev = handler->prev;
if (handler == E_FirstDEventHandler)
E_FirstDEventHandler = handler->next;
}
void E_MapLoaded()
{
for (DEventHandler* handler = E_FirstDEventHandler; handler; handler = handler->next)
handler->MapLoaded();
}
void E_MapUnloading()
{
for (DEventHandler* handler = E_FirstDEventHandler; handler; handler = handler->next)
handler->MapUnloading();
}
void E_RenderFrame()
{
for (DEventHandler* handler = E_FirstDEventHandler; handler; handler = handler->next)
handler->RenderFrame();
}
void E_RenderCamera()
{
for (DEventHandler* handler = E_FirstDEventHandler; handler; handler = handler->next)
handler->RenderCamera();
}
// declarations
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_ACTION_FUNCTION(DEventHandler, Create)
{
PARAM_PROLOGUE;
PARAM_CLASS(t, DEventHandler);
// generate a new object of this type.
ACTION_RETURN_OBJECT(t->CreateNew());
}
DEFINE_ACTION_FUNCTION(DEventHandler, Register)
{
PARAM_PROLOGUE;
PARAM_OBJECT(handler, DEventHandler);
E_RegisterHandler(handler);
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, Unregister)
{
PARAM_PROLOGUE;
PARAM_OBJECT(handler, DEventHandler);
E_UnregisterHandler(handler);
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, MapLoaded)
{
PARAM_SELF_PROLOGUE(DEventHandler);
// do nothing
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, MapUnloading)
{
PARAM_SELF_PROLOGUE(DEventHandler);
// do nothing
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, RenderFrame)
{
PARAM_SELF_PROLOGUE(DEventHandler);
// do nothing
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, RenderCamera)
{
PARAM_SELF_PROLOGUE(DEventHandler);
// do nothing
return 0;
}
//
void DEventHandler::OnDestroy()
{
E_UnregisterHandler(this);
DObject::OnDestroy();
}
void DEventHandler::MapLoaded()
{
IFVIRTUAL(DEventHandler, MapLoaded)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DEventHandler*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
}
void DEventHandler::MapUnloading()
{
IFVIRTUAL(DEventHandler, MapUnloading)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DEventHandler*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
}
void DEventHandler::RenderFrame()
{
IFVIRTUAL(DEventHandler, RenderFrame)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DEventHandler*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
}
void DEventHandler::RenderCamera()
{
IFVIRTUAL(DEventHandler, RenderCamera)
{
// Without the type cast this picks the 'void *' assignment...
VMValue params[1] = { (DEventHandler*)this };
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
}
}
void DRenderEventHandler::Setup()
{
ViewPos = ::ViewPos;
ViewAngle = ::ViewAngle;
ViewPitch = ::ViewPitch;
ViewRoll = ::ViewRoll;
FracTic = ::r_TicFracF;
}
void DRenderEventHandler::RenderFrame()
{
Setup();
DEventHandler::RenderFrame();
}
void DRenderEventHandler::RenderCamera()
{
Setup();
DEventHandler::RenderCamera();
}

60
src/events.h Executable file
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@ -0,0 +1,60 @@
#ifndef EVENTS_H
#define EVENTS_H
#include "dobject.h"
class DEventHandler : public DObject // make it a part of normal GC process
{
DECLARE_CLASS(DEventHandler, DObject)
public:
DEventHandler* prev;
DEventHandler* next;
DEventHandler* unregPrev;
DEventHandler* unregNext;
// destroy handler. this unlinks EventHandler from the list automatically.
void OnDestroy() override;
// 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)
virtual void MapUnloading();
// called on each render frame once.
virtual void RenderFrame();
// called before entering each actor's view (including RenderFrame)
virtual void RenderCamera();
};
extern DEventHandler* E_FirstEventHandler;
class DRenderEventHandler : public DEventHandler
{
DECLARE_CLASS(DRenderEventHandler, DEventHandler)
public:
DVector3 ViewPos;
DAngle ViewAngle;
DAngle ViewPitch;
DAngle ViewRoll;
double FracTic; // 0..1 value that describes where we are inside the current gametic, render-wise.
void RenderFrame() override;
void RenderCamera() override;
private:
void Setup();
};
// register
void E_RegisterHandler(DEventHandler* handler);
// unregister
void E_UnregisterHandler(DEventHandler* handler);
// called right after the map has loaded (approximately same time as OPEN ACS scripts)
void E_MapLoaded();
// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
void E_MapUnloading();
// called on each render frame once.
void E_RenderFrame();
// called before entering each actor's view (including RenderFrame)
void E_RenderCamera();
#endif

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@ -44,6 +44,7 @@
#include "gl/gl_functions.h"
#include "serializer.h"
#include "g_levellocals.h"
#include "events.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/system/gl_interface.h"
@ -477,6 +478,9 @@ void FGLRenderer::RenderTranslucent()
void FGLRenderer::DrawScene(int drawmode)
{
// [ZZ] call event hook
E_RenderCamera();
static int recursion=0;
static int ssao_portals_available = 0;

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@ -59,6 +59,7 @@
#include "r_data/colormaps.h"
#include "p_maputl.h"
#include "r_thread.h"
#include "events.h"
CVAR (String, r_viewsize, "", CVAR_NOSET)
CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
@ -840,6 +841,9 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
R_SetupBuffer ();
R_SetupFrame (actor);
// [ZZ] call event hook
E_RenderCamera();
// Clear buffers.
R_ClearClipSegs (0, viewwidth);
R_ClearDrawSegs ();

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@ -5,6 +5,7 @@
#include "zscript/constants.txt"
#include "zscript/actor.txt"
#include "zscript/actor_checks.txt"
#include "zscript/events.txt"
#include "zscript/inventory/inventory.txt"
#include "zscript/inventory/inv_misc.txt"