#include "events.h" #include "virtual.h" #include "r_utility.h" DStaticEventHandler* E_FirstEventHandler = nullptr; bool E_RegisterHandler(DStaticEventHandler* handler) { if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe) 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; } bool E_UnregisterHandler(DStaticEventHandler* handler) { if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe) return false; if (!E_CheckHandler(handler)) return false; // 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; } void E_MapLoaded() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->MapLoaded(); } void E_MapUnloading() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->MapUnloading(); } void E_RenderFrame() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->RenderFrame(); } void E_RenderCamera() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->RenderCamera(); } void E_RenderBeforeThing(AActor* thing) { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->RenderBeforeThing(thing); } void E_RenderAfterThing(AActor* thing) { 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(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, 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()); } 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); } DEFINE_ACTION_FUNCTION(DEventHandler, Register) { PARAM_PROLOGUE; 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, 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) \ { \ PARAM_SELF_PROLOGUE(cls); \ return 0; \ } \ 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*) // void DStaticEventHandler::OnDestroy() { E_UnregisterHandler(this); DObject::OnDestroy(); } void DStaticRenderEventHandler::Setup() { ViewPos = ::ViewPos; ViewAngle = ::ViewAngle; ViewPitch = ::ViewPitch; ViewRoll = ::ViewRoll; FracTic = ::r_TicFracF; Camera = ::camera; } void DStaticRenderEventHandler::RenderFrame() { Setup(); DStaticEventHandler::RenderFrame(); } void DStaticRenderEventHandler::RenderCamera() { Setup(); DStaticEventHandler::RenderCamera(); } void DStaticRenderEventHandler::RenderBeforeThing(AActor* thing) { CurrentThing = thing; DStaticEventHandler::RenderBeforeThing(thing); } void DStaticRenderEventHandler::RenderAfterThing(AActor* thing) { CurrentThing = thing; DStaticEventHandler::RenderAfterThing(thing); }