mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 22:33:17 +00:00
Made the EventHandler class tree a bit more branchy. Now disallowing creation of Static* via EventHandler.Create.
This commit is contained in:
parent
5e53b73d60
commit
fb1d55101e
7 changed files with 128 additions and 70 deletions
120
src/events.cpp
120
src/events.cpp
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@ -2,24 +2,29 @@
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#include "virtual.h"
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#include "r_utility.h"
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DEventHandler* E_FirstEventHandler = nullptr;
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DStaticEventHandler* E_FirstEventHandler = nullptr;
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void E_RegisterHandler(DEventHandler* handler)
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bool E_RegisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return;
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return false;
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if (E_CheckHandler(handler))
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return false;
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// link into normal list
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handler->prev = nullptr;
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handler->next = E_FirstEventHandler;
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if (handler->next)
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handler->next->prev = handler;
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E_FirstEventHandler = handler;
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return true;
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}
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void E_UnregisterHandler(DEventHandler* handler)
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bool E_UnregisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return;
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return false;
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if (!E_CheckHandler(handler))
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return false;
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// link out of normal list
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if (handler->prev)
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handler->prev->next = handler->next;
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@ -27,60 +32,78 @@ void E_UnregisterHandler(DEventHandler* handler)
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handler->next->prev = handler->prev;
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if (handler == E_FirstEventHandler)
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E_FirstEventHandler = handler->next;
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return true;
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}
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bool E_CheckHandler(DStaticEventHandler* handler)
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{
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (handler == lhandler) return true;
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return false;
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}
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void E_MapLoaded()
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->MapLoaded();
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}
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void E_MapUnloading()
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->MapUnloading();
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}
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void E_RenderFrame()
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderFrame();
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}
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void E_RenderCamera()
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderCamera();
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}
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void E_RenderBeforeThing(AActor* thing)
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderBeforeThing(thing);
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}
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void E_RenderAfterThing(AActor* thing)
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{
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->RenderAfterThing(thing);
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}
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// declarations
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IMPLEMENT_CLASS(DStaticEventHandler, false, false);
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IMPLEMENT_CLASS(DStaticRenderEventHandler, false, false);
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IMPLEMENT_CLASS(DEventHandler, false, false);
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IMPLEMENT_CLASS(DRenderEventHandler, false, false);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewPos);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewAngle);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewPitch);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewRoll);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, FracTic);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, Camera);
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DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, CurrentThing);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPos);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewAngle);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPitch);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewRoll);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, FracTic);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, Camera);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, CurrentThing);
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DEFINE_ACTION_FUNCTION(DEventHandler, Create)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DEventHandler);
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PARAM_CLASS(t, DStaticEventHandler);
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// check if type inherits dynamic handlers
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if (!t->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
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!t->IsDescendantOf(RUNTIME_CLASS(DRenderEventHandler)))
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{
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// disallow static types creation with Create()
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ACTION_RETURN_OBJECT(nullptr);
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}
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// generate a new object of this type.
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ACTION_RETURN_OBJECT(t->CreateNew());
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}
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@ -88,9 +111,16 @@ DEFINE_ACTION_FUNCTION(DEventHandler, Create)
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DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DEventHandler);
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PARAM_CLASS(t, DStaticEventHandler);
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// check if type inherits dynamic handlers
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if (!t->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
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!t->IsDescendantOf(RUNTIME_CLASS(DRenderEventHandler)))
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{
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// disallow static types creation with Create()
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ACTION_RETURN_OBJECT(nullptr);
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}
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// check if there are already registered handlers of this type.
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->GetClass() == t) // check precise class
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ACTION_RETURN_OBJECT(nullptr);
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// generate a new object of this type.
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@ -100,8 +130,8 @@ DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
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DEFINE_ACTION_FUNCTION(DEventHandler, Find)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DEventHandler);
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for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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PARAM_CLASS(t, DStaticEventHandler);
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->GetClass() == t) // check precise class
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ACTION_RETURN_OBJECT(handler);
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ACTION_RETURN_OBJECT(nullptr);
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@ -110,17 +140,17 @@ DEFINE_ACTION_FUNCTION(DEventHandler, Find)
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DEFINE_ACTION_FUNCTION(DEventHandler, Register)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(handler, DEventHandler);
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E_RegisterHandler(handler);
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return 0;
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PARAM_OBJECT(handler, DStaticEventHandler);
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if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
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ACTION_RETURN_BOOL(E_RegisterHandler(handler));
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, Unregister)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(handler, DEventHandler);
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E_UnregisterHandler(handler);
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return 0;
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PARAM_OBJECT(handler, DStaticEventHandler);
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if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
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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) \
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} \
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}
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DEFINE_EVENT_HANDLER(DEventHandler, MapLoaded,)
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DEFINE_EVENT_HANDLER(DEventHandler, MapUnloading,)
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DEFINE_EVENT_HANDLER(DEventHandler, RenderFrame,)
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DEFINE_EVENT_HANDLER(DEventHandler, RenderCamera,)
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DEFINE_EVENT_HANDLER(DEventHandler, RenderBeforeThing, AActor*)
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DEFINE_EVENT_HANDLER(DEventHandler, RenderAfterThing, AActor*)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, MapLoaded,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, MapUnloading,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderFrame,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderCamera,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderBeforeThing, AActor*)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderAfterThing, AActor*)
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//
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void DEventHandler::OnDestroy()
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void DStaticEventHandler::OnDestroy()
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{
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E_UnregisterHandler(this);
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DObject::OnDestroy();
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}
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void DRenderEventHandler::Setup()
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void DStaticRenderEventHandler::Setup()
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{
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ViewPos = ::ViewPos;
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ViewAngle = ::ViewAngle;
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Camera = ::camera;
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}
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void DRenderEventHandler::RenderFrame()
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void DStaticRenderEventHandler::RenderFrame()
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{
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Setup();
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DEventHandler::RenderFrame();
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DStaticEventHandler::RenderFrame();
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}
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void DRenderEventHandler::RenderCamera()
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void DStaticRenderEventHandler::RenderCamera()
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{
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Setup();
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DEventHandler::RenderCamera();
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DStaticEventHandler::RenderCamera();
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}
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void DRenderEventHandler::RenderBeforeThing(AActor* thing)
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void DStaticRenderEventHandler::RenderBeforeThing(AActor* thing)
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{
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CurrentThing = thing;
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DEventHandler::RenderBeforeThing(thing);
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DStaticEventHandler::RenderBeforeThing(thing);
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}
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void DRenderEventHandler::RenderAfterThing(AActor* thing)
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void DStaticRenderEventHandler::RenderAfterThing(AActor* thing)
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{
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CurrentThing = thing;
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DEventHandler::RenderAfterThing(thing);
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DStaticEventHandler::RenderAfterThing(thing);
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}
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44
src/events.h
44
src/events.h
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@ -3,12 +3,14 @@
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#include "dobject.h"
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class DEventHandler;
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class DStaticEventHandler;
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// register
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void E_RegisterHandler(DEventHandler* handler);
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bool E_RegisterHandler(DStaticEventHandler* handler);
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// unregister
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void E_UnregisterHandler(DEventHandler* handler);
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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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// called right after the map has loaded (approximately same time as OPEN ACS scripts)
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void E_MapLoaded();
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// called after adding each actor to the render list
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void E_RenderAfterThing(AActor* thing);
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class DEventHandler : public DObject // make it a part of normal GC process
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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(DEventHandler, DObject)
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DECLARE_CLASS(DStaticEventHandler, DObject)
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public:
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DEventHandler* prev;
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DEventHandler* next;
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DEventHandler* unregPrev;
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DEventHandler* unregNext;
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DStaticEventHandler* prev;
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DStaticEventHandler* next;
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DStaticEventHandler* unregPrev;
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DStaticEventHandler* unregNext;
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virtual bool IsStatic() { return true; }
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// destroy handler. this unlinks EventHandler from the list automatically.
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void OnDestroy() override;
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// this checks if we are /actually/ static, using DObject dynamic typing system.
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static bool IsActuallyStatic(PClass* type);
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// called right after the map has loaded (approximately same time as OPEN ACS scripts)
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virtual void MapLoaded();
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// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
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// called after adding each actor to the render list
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virtual void RenderAfterThing(AActor* thing);
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};
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extern DEventHandler* E_FirstEventHandler;
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class DRenderEventHandler : public DEventHandler
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class DEventHandler : public DStaticEventHandler
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{
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DECLARE_CLASS(DRenderEventHandler, DEventHandler)
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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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class DStaticRenderEventHandler : public DStaticEventHandler
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{
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DECLARE_CLASS(DStaticRenderEventHandler, DStaticEventHandler)
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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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private:
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void Setup();
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};
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class DRenderEventHandler : public DStaticRenderEventHandler
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{
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DECLARE_CLASS(DRenderEventHandler, DStaticRenderEventHandler) // TODO: make sure this does not horribly break anythings
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public:
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bool IsStatic() override { return false; }
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};
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#endif
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#include "p_spec.h"
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#include "serializer.h"
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#include "virtual.h"
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#include "events.h"
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#include "gi.h"
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// [RH] Give scripts a chance to do something
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unloading = true;
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FBehavior::StaticStartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true);
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E_MapUnloading();
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unloading = false;
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STAT_ChangeLevel(nextlevel);
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@ -650,7 +650,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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if (thing == nullptr)
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return;
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DRenderEventHandler::AutoThing autoRenderThingEvent(thing);
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DStaticRenderEventHandler::AutoThing autoRenderThingEvent(thing);
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// [ZZ] allow CustomSprite-style direct picnum specification
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bool isPicnumOverride = thing->picnum.isValid();
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@ -39,6 +39,7 @@
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#include "d_event.h"
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#include "g_level.h"
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#include "gstrings.h"
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#include "events.h"
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#include "i_system.h"
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#include "m_argv.h"
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@ -1442,6 +1443,8 @@ void P_SpawnSpecials (void)
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break;
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}
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}
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// [ZZ] Loading event hook
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E_MapLoaded();
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// [RH] Start running any open scripts on this map
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FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false);
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}
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@ -1245,7 +1245,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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if (thing->validcount == validcount) continue;
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thing->validcount = validcount;
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DRenderEventHandler::AutoThing autoRenderThingEvent(thing);
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DStaticRenderEventHandler::AutoThing autoRenderThingEvent(thing);
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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if (cvar != NULL && *cvar >= 0)
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@ -1,12 +1,5 @@
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class EventHandler : Object native
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class StaticEventHandler : Object native
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{
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static native EventHandler Create(class<EventHandler> type);
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static native EventHandler CreateOnce(class<EventHandler> type);
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static native EventHandler Find(class<EventHandler> type);
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static native bool Register(EventHandler handler);
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static native bool Unregister(EventHandler handler);
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virtual native void MapLoaded();
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virtual native void MapUnloading();
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virtual native void RenderAfterThing();
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}
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class RenderEventHandler : EventHandler native
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class StaticRenderEventHandler : StaticEventHandler native
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{
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// for frame and camera
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native readonly Vector3 ViewPos;
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native readonly Actor Camera;
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// for thing
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native readonly Actor CurrentThing;
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}
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}
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class EventHandler : StaticEventHandler native
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{
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static native StaticEventHandler Create(class<StaticEventHandler> type);
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static native StaticEventHandler CreateOnce(class<StaticEventHandler> type);
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static native StaticEventHandler Find(class<StaticEventHandler> type);
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static native bool Register(StaticEventHandler handler);
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static native bool Unregister(StaticEventHandler handler);
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}
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class RenderEventHandler : StaticRenderEventHandler native { }
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