mirror of
https://github.com/ZDoom/gzdoom.git
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7b698b4a0e
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.
1294 lines
38 KiB
C++
Executable file
1294 lines
38 KiB
C++
Executable file
/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 2017 ZZYZX
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "events.h"
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#include "vm.h"
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#include "vmintern.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "gi.h"
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#include "actor.h"
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#include "c_dispatch.h"
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#include "d_net.h"
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#include "g_game.h"
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#include "info.h"
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#include "utf8.h"
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EventManager staticEventManager;
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void EventManager::CallOnRegister()
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{
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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{
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handler->OnRegister();
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}
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}
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bool EventManager::RegisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (CheckHandler(handler))
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return false;
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handler->OnRegister();
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handler->owner = this;
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// link into normal list
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// update: link at specific position based on order.
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DStaticEventHandler* before = nullptr;
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for (DStaticEventHandler* existinghandler = FirstEventHandler; existinghandler; existinghandler = existinghandler->next)
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{
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if (existinghandler->Order > handler->Order)
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{
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before = existinghandler;
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break;
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}
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}
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// (Yes, all those write barriers here are really needed!)
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if (before != nullptr)
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{
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// if before is not null, link it before the existing handler.
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// note that before can be first handler, check for this.
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if (before->prev != nullptr)
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{
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before->prev->next = handler;
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GC::WriteBarrier(before->prev, handler);
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}
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handler->next = before;
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GC::WriteBarrier(handler, before);
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handler->prev = before->prev;
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GC::WriteBarrier(handler, before->prev);
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before->prev = handler;
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GC::WriteBarrier(before, handler);
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if (before == FirstEventHandler)
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{
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FirstEventHandler = handler;
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GC::WriteBarrier(handler);
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}
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}
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else
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{
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// so if before is null, it means add last.
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// it can also mean that we have no handlers at all yet.
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handler->prev = LastEventHandler;
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GC::WriteBarrier(handler, LastEventHandler);
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handler->next = nullptr;
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if (FirstEventHandler == nullptr) FirstEventHandler = handler;
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LastEventHandler = handler;
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GC::WriteBarrier(handler);
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if (handler->prev != nullptr)
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{
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handler->prev->next = handler;
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GC::WriteBarrier(handler->prev, handler);
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}
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}
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if (handler->IsStatic())
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{
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handler->ObjectFlags |= OF_Transient;
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}
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return true;
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}
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bool EventManager::UnregisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (!CheckHandler(handler))
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return false;
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handler->OnUnregister();
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// link out of normal list
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if (handler->prev)
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{
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handler->prev->next = handler->next;
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GC::WriteBarrier(handler->prev, handler->next);
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}
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if (handler->next)
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{
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handler->next->prev = handler->prev;
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GC::WriteBarrier(handler->next, handler->prev);
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}
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if (handler == FirstEventHandler)
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{
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FirstEventHandler = handler->next;
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GC::WriteBarrier(handler->next);
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}
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if (handler == LastEventHandler)
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{
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LastEventHandler = handler->prev;
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GC::WriteBarrier(handler->prev);
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}
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if (handler->IsStatic())
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{
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handler->ObjectFlags &= ~OF_Transient;
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handler->Destroy();
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}
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return true;
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}
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bool EventManager::SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual)
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{
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if (gamestate != GS_LEVEL)
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return false;
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Net_WriteByte(DEM_NETEVENT);
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Net_WriteString(name);
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Net_WriteByte(3);
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Net_WriteLong(arg1);
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Net_WriteLong(arg2);
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Net_WriteLong(arg3);
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Net_WriteByte(manual);
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return true;
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}
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bool EventManager::CheckHandler(DStaticEventHandler* handler)
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{
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for (DStaticEventHandler* lhandler = 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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bool EventManager::IsStaticType(PClass* type)
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{
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assert(type != nullptr);
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assert(type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler)));
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return !type->IsDescendantOf(RUNTIME_CLASS(DEventHandler));
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}
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static PClass* GetHandlerClass(const FString& typeName)
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{
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PClass* type = PClass::FindClass(typeName);
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if (type == nullptr)
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{
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I_Error("Fatal: unknown event handler class %s", typeName.GetChars());
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}
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else if (!type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler)))
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{
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I_Error("Fatal: event handler class %s is not derived from StaticEventHandler", typeName.GetChars());
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}
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return type;
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}
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void EventManager::InitHandler(PClass* type)
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{
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// check if type already exists, don't add twice.
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bool typeExists = false;
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsA(type))
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{
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typeExists = true;
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break;
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}
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}
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if (typeExists) return;
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DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew();
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RegisterHandler(handler);
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}
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void EventManager::InitStaticHandlers(FLevelLocals *l, bool map)
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{
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// don't initialize map handlers if restoring from savegame.
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if (savegamerestore)
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return;
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// just make sure
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Shutdown();
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Level = l;
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// initialize event handlers from gameinfo
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for (const FString& typeName : gameinfo.EventHandlers)
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{
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PClass* type = GetHandlerClass(typeName);
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// don't init the really global stuff here on startup initialization.
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// don't init map-local global stuff here on level setup.
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if (map == IsStaticType(type))
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continue;
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InitHandler(type);
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}
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if (!map)
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return;
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// initialize event handlers from mapinfo
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for (const FString& typeName : Level->info->EventHandlers)
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{
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PClass* type = GetHandlerClass(typeName);
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if (IsStaticType(type))
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I_Error("Fatal: invalid event handler class %s in MAPINFO!\nMap-specific event handlers cannot be static.\n", typeName.GetChars());
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InitHandler(type);
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}
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}
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void EventManager::Shutdown()
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{
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// delete handlers.
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TArray<DStaticEventHandler *> list;
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for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev)
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{
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list.Push(handler);
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}
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for (auto handler : list)
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{
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handler->Destroy();
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}
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FirstEventHandler = LastEventHandler = nullptr;
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}
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#define DEFINE_EVENT_LOOPER(name, play) void EventManager::name() \
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{ \
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if (ShouldCallStatic(play)) staticEventManager.name(); \
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) \
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handler->name(); \
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}
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// note for the functions below.
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// *Unsafe is executed on EVERY map load/close, including savegame loading, etc.
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// There is no point in allowing non-static handlers to receive unsafe event separately, as there is no point in having static handlers receive safe event.
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// Because the main point of safe WorldLoaded/Unloading is that it will be preserved in savegames.
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void EventManager::WorldLoaded()
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{
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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{
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if (!handler->IsStatic() && savegamerestore) continue; // don't execute WorldLoaded for handlers loaded from the savegame.
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handler->WorldLoaded();
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}
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}
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void EventManager::WorldUnloaded()
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{
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for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev)
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{
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handler->WorldUnloaded();
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}
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}
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bool EventManager::ShouldCallStatic(bool forplay)
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{
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return this != &staticEventManager && Level == primaryLevel;
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}
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void EventManager::WorldThingSpawned(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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if (ShouldCallStatic(true)) staticEventManager.WorldThingSpawned(actor);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingSpawned(actor);
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}
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void EventManager::WorldThingDied(AActor* actor, AActor* inflictor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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if (ShouldCallStatic(true)) staticEventManager.WorldThingDied(actor, inflictor);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingDied(actor, inflictor);
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}
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void EventManager::WorldThingRevived(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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if (ShouldCallStatic(true)) staticEventManager.WorldThingRevived(actor);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingRevived(actor);
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}
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void EventManager::WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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if (ShouldCallStatic(true)) staticEventManager.WorldThingDamaged(actor, inflictor, source, damage, mod, flags, angle);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingDamaged(actor, inflictor, source, damage, mod, flags, angle);
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}
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void EventManager::WorldThingDestroyed(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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// don't call anything for non-spawned things (i.e. those that were created, but immediately destroyed)
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// this is because Destroyed should be reverse of Spawned. we don't want to catch random inventory give failures.
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if (!(actor->ObjectFlags & OF_Spawned))
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return;
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for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev)
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handler->WorldThingDestroyed(actor);
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if (ShouldCallStatic(true)) staticEventManager.WorldThingDestroyed(actor);
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}
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void EventManager::WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate)
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{
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if (ShouldCallStatic(true)) staticEventManager.WorldLinePreActivated(line, actor, activationType, shouldactivate);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->WorldLinePreActivated(line, actor, activationType, shouldactivate);
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}
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void EventManager::WorldLineActivated(line_t* line, AActor* actor, int activationType)
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{
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if (ShouldCallStatic(true)) staticEventManager.WorldLineActivated(line, actor, activationType);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->WorldLineActivated(line, actor, activationType);
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}
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int EventManager::WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius)
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{
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if (ShouldCallStatic(true)) staticEventManager.WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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damage = handler->WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
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return damage;
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}
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int EventManager::WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius)
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{
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if (ShouldCallStatic(true)) staticEventManager.WorldLineDamaged(line, source, damage, damagetype, side, position, isradius);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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damage = handler->WorldLineDamaged(line, source, damage, damagetype, side, position, isradius);
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return damage;
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}
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void EventManager::PlayerEntered(int num, bool fromhub)
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{
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// this event can happen during savegamerestore. make sure that local handlers don't receive it.
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// actually, global handlers don't want it too.
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if (savegamerestore && !fromhub)
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return;
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if (ShouldCallStatic(true)) staticEventManager.PlayerEntered(num, fromhub);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->PlayerEntered(num, fromhub);
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}
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void EventManager::PlayerRespawned(int num)
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{
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if (ShouldCallStatic(true)) staticEventManager.PlayerRespawned(num);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->PlayerRespawned(num);
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}
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void EventManager::PlayerDied(int num)
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{
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if (ShouldCallStatic(true)) staticEventManager.PlayerDied(num);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->PlayerDied(num);
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}
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void EventManager::PlayerDisconnected(int num)
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{
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for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev)
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handler->PlayerDisconnected(num);
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if (ShouldCallStatic(true)) staticEventManager.PlayerDisconnected(num);
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}
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bool EventManager::Responder(const event_t* ev)
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{
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bool uiProcessorsFound = false;
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if (ev->type == EV_GUI_Event)
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{
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// iterate handlers back to front by order, and give them this event.
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for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev)
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{
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if (handler->IsUiProcessor)
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{
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uiProcessorsFound = true;
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if (handler->UiProcess(ev))
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return true; // event was processed
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}
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}
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}
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else
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{
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// not sure if we want to handle device changes, but whatevs.
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for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev)
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{
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if (handler->IsUiProcessor)
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uiProcessorsFound = true;
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if (handler->InputProcess(ev))
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return true; // event was processed
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}
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}
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if (ShouldCallStatic(false)) uiProcessorsFound = staticEventManager.Responder(ev);
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return (uiProcessorsFound && (ev->type == EV_Mouse)); // mouse events are eaten by the event system if there are any uiprocessors.
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}
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void EventManager::Console(int player, FString name, int arg1, int arg2, int arg3, bool manual)
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{
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if (ShouldCallStatic(false)) staticEventManager.Console(player, name, arg1, arg2, arg3, manual);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->ConsoleProcess(player, name, arg1, arg2, arg3, manual);
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}
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void EventManager::RenderOverlay(EHudState state)
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{
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if (ShouldCallStatic(false)) staticEventManager.RenderOverlay(state);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->RenderOverlay(state);
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}
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void EventManager::RenderUnderlay(EHudState state)
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{
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if (ShouldCallStatic(false)) staticEventManager.RenderUnderlay(state);
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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handler->RenderUnderlay(state);
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}
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bool EventManager::CheckUiProcessors()
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{
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if (ShouldCallStatic(false))
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{
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if (staticEventManager.CheckUiProcessors()) return true;
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}
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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if (handler->IsUiProcessor)
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return true;
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return false;
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}
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bool EventManager::CheckRequireMouse()
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{
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if (ShouldCallStatic(false))
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{
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if (staticEventManager.CheckRequireMouse()) return true;
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}
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
|
|
if (handler->IsUiProcessor && handler->RequireMouse)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool EventManager::CheckReplacement( PClassActor *replacee, PClassActor **replacement )
|
|
{
|
|
bool final = false;
|
|
|
|
// This is play scope but unlike in-game events needs to be handled like UI by static handlers.
|
|
if (ShouldCallStatic(false)) final = staticEventManager.CheckReplacement(replacee, replacement);
|
|
|
|
for (DStaticEventHandler *handler = FirstEventHandler; handler; handler = handler->next)
|
|
handler->CheckReplacement(replacee,replacement,&final);
|
|
return final;
|
|
}
|
|
|
|
bool EventManager::CheckReplacee(PClassActor **replacee, PClassActor *replacement)
|
|
{
|
|
bool final = false;
|
|
if (ShouldCallStatic(false)) final = staticEventManager.CheckReplacee(replacee, replacement);
|
|
|
|
for (DStaticEventHandler *handler = FirstEventHandler; handler; handler = handler->next)
|
|
handler->CheckReplacee(replacee, replacement, &final);
|
|
return final;
|
|
}
|
|
|
|
void EventManager::NewGame()
|
|
{
|
|
//This is called separately for static and local handlers, so no forwarding here.
|
|
for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
|
|
{
|
|
handler->NewGame();
|
|
}
|
|
}
|
|
|
|
// normal event loopers (non-special, argument-less)
|
|
DEFINE_EVENT_LOOPER(RenderFrame, false)
|
|
DEFINE_EVENT_LOOPER(WorldLightning, true)
|
|
DEFINE_EVENT_LOOPER(WorldTick, true)
|
|
DEFINE_EVENT_LOOPER(UiTick, false)
|
|
DEFINE_EVENT_LOOPER(PostUiTick, false)
|
|
|
|
// declarations
|
|
IMPLEMENT_CLASS(DStaticEventHandler, false, true);
|
|
|
|
IMPLEMENT_POINTERS_START(DStaticEventHandler)
|
|
IMPLEMENT_POINTER(next)
|
|
IMPLEMENT_POINTER(prev)
|
|
IMPLEMENT_POINTERS_END
|
|
|
|
IMPLEMENT_CLASS(DEventHandler, false, false);
|
|
|
|
DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, Order);
|
|
DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, IsUiProcessor);
|
|
DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, RequireMouse);
|
|
|
|
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewPos);
|
|
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewAngle);
|
|
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewPitch);
|
|
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewRoll);
|
|
DEFINE_FIELD_X(RenderEvent, FRenderEvent, FracTic);
|
|
DEFINE_FIELD_X(RenderEvent, FRenderEvent, Camera);
|
|
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsSaveGame);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsReopen);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Thing);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Inflictor);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Damage);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSource);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageType);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageFlags);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageAngle);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivatedLine);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivationType);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ShouldActivate);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSectorPart);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLine);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSector);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLineSide);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamagePosition);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius);
|
|
DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage);
|
|
|
|
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
|
|
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
|
|
|
|
DEFINE_FIELD_X(UiEvent, FUiEvent, Type);
|
|
DEFINE_FIELD_X(UiEvent, FUiEvent, KeyString);
|
|
DEFINE_FIELD_X(UiEvent, FUiEvent, KeyChar);
|
|
DEFINE_FIELD_X(UiEvent, FUiEvent, MouseX);
|
|
DEFINE_FIELD_X(UiEvent, FUiEvent, MouseY);
|
|
DEFINE_FIELD_X(UiEvent, FUiEvent, IsShift);
|
|
DEFINE_FIELD_X(UiEvent, FUiEvent, IsAlt);
|
|
DEFINE_FIELD_X(UiEvent, FUiEvent, IsCtrl);
|
|
|
|
DEFINE_FIELD_X(InputEvent, FInputEvent, Type);
|
|
DEFINE_FIELD_X(InputEvent, FInputEvent, KeyScan);
|
|
DEFINE_FIELD_X(InputEvent, FInputEvent, KeyString);
|
|
DEFINE_FIELD_X(InputEvent, FInputEvent, KeyChar);
|
|
DEFINE_FIELD_X(InputEvent, FInputEvent, MouseX);
|
|
DEFINE_FIELD_X(InputEvent, FInputEvent, MouseY);
|
|
|
|
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Player)
|
|
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Name)
|
|
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Args)
|
|
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, IsManual)
|
|
|
|
DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacee)
|
|
DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacement)
|
|
DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, IsFinal)
|
|
|
|
DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, Replacee)
|
|
DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, Replacement)
|
|
DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, IsFinal)
|
|
|
|
DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
|
|
{
|
|
PARAM_SELF_PROLOGUE(DStaticEventHandler);
|
|
PARAM_INT(order);
|
|
|
|
self->Order = order;
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DEventHandler, SendNetworkEvent)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_STRING(name);
|
|
PARAM_INT(arg1);
|
|
PARAM_INT(arg2);
|
|
PARAM_INT(arg3);
|
|
//
|
|
|
|
ACTION_RETURN_BOOL(currentVMLevel->localEventManager->SendNetworkEvent(name, arg1, arg2, arg3, false));
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DEventHandler, Find)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_CLASS(t, DStaticEventHandler);
|
|
for (DStaticEventHandler* handler = currentVMLevel->localEventManager->FirstEventHandler; handler; handler = handler->next)
|
|
if (handler->GetClass() == t) // check precise class
|
|
ACTION_RETURN_OBJECT(handler);
|
|
ACTION_RETURN_OBJECT(nullptr);
|
|
}
|
|
|
|
// we might later want to change this
|
|
DEFINE_ACTION_FUNCTION(DStaticEventHandler, Find)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_CLASS(t, DStaticEventHandler);
|
|
for (DStaticEventHandler* handler = staticEventManager.FirstEventHandler; handler; handler = handler->next)
|
|
if (handler->GetClass() == t) // check precise class
|
|
ACTION_RETURN_OBJECT(handler);
|
|
ACTION_RETURN_OBJECT(nullptr);
|
|
}
|
|
|
|
|
|
// Check if the handler implements a callback for this event. This is used to avoid setting up the data for any event that the handler won't process
|
|
static bool isEmpty(VMFunction *func)
|
|
{
|
|
auto code = static_cast<VMScriptFunction *>(func)->Code;
|
|
return (code == nullptr || code->word == (0x00808000|OP_RET));
|
|
}
|
|
|
|
static bool isEmptyInt(VMFunction *func)
|
|
{
|
|
auto code = static_cast<VMScriptFunction *>(func)->Code;
|
|
return (code == nullptr || code->word == (0x00048000|OP_RET));
|
|
}
|
|
|
|
// ===========================================
|
|
//
|
|
// Event handlers
|
|
//
|
|
// ===========================================
|
|
|
|
void DStaticEventHandler::OnRegister()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, OnRegister)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
VMValue params[1] = { (DStaticEventHandler*)this };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::OnUnregister()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, OnUnregister)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
VMValue params[1] = { (DStaticEventHandler*)this };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
FWorldEvent EventManager::SetupWorldEvent()
|
|
{
|
|
FWorldEvent e;
|
|
e.IsSaveGame = savegamerestore;
|
|
e.IsReopen = Level->FromSnapshot && !savegamerestore; // each one by itself isnt helpful, but with hub load we have savegamerestore==0 and level.FromSnapshot==1.
|
|
e.DamageAngle = 0.0;
|
|
return e;
|
|
}
|
|
|
|
void DStaticEventHandler::WorldLoaded()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldLoaded)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::WorldUnloaded()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldUnloaded)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::WorldThingSpawned(AActor* actor)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldThingSpawned)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
e.Thing = actor;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldThingDied)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
e.Thing = actor;
|
|
e.Inflictor = inflictor;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::WorldThingRevived(AActor* actor)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldThingRevived)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
e.Thing = actor;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldThingDamaged)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
e.Thing = actor;
|
|
e.Inflictor = inflictor;
|
|
e.Damage = damage;
|
|
e.DamageSource = source;
|
|
e.DamageType = mod;
|
|
e.DamageFlags = flags;
|
|
e.DamageAngle = angle;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldThingDestroyed)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
e.Thing = actor;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldLinePreActivated)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
e.Thing = actor;
|
|
e.ActivatedLine = line;
|
|
e.ActivationType = activationType;
|
|
e.ShouldActivate = *shouldactivate;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
*shouldactivate = e.ShouldActivate;
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor, int activationType)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldLineActivated)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
e.Thing = actor;
|
|
e.ActivatedLine = line;
|
|
e.ActivationType = activationType;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
int DStaticEventHandler::WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldSectorDamaged)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return damage;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
e.DamageSource = source;
|
|
e.DamageSector = sector;
|
|
e.NewDamage = e.Damage = damage;
|
|
e.DamageType = damagetype;
|
|
e.DamageSectorPart = part;
|
|
e.DamagePosition = position;
|
|
e.DamageIsRadius = isradius;
|
|
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
return e.NewDamage;
|
|
}
|
|
|
|
return damage;
|
|
}
|
|
|
|
int DStaticEventHandler::WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldLineDamaged)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return damage;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
e.DamageSource = source;
|
|
e.DamageLine = line;
|
|
e.NewDamage = e.Damage = damage;
|
|
e.DamageType = damagetype;
|
|
e.DamageLineSide = side;
|
|
e.DamagePosition = position;
|
|
e.DamageIsRadius = isradius;
|
|
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
return e.NewDamage;
|
|
}
|
|
|
|
return damage;
|
|
}
|
|
|
|
void DStaticEventHandler::WorldLightning()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldLightning)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FWorldEvent e = owner->SetupWorldEvent();
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::WorldTick()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldTick)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
VMValue params[1] = { (DStaticEventHandler*)this };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
FRenderEvent EventManager::SetupRenderEvent()
|
|
{
|
|
FRenderEvent e;
|
|
auto &vp = r_viewpoint;
|
|
e.ViewPos = vp.Pos;
|
|
e.ViewAngle = vp.Angles.Yaw;
|
|
e.ViewPitch = vp.Angles.Pitch;
|
|
e.ViewRoll = vp.Angles.Roll;
|
|
e.FracTic = vp.TicFrac;
|
|
e.Camera = vp.camera;
|
|
return e;
|
|
}
|
|
|
|
void DStaticEventHandler::RenderFrame()
|
|
{
|
|
/* This is intentionally and permanently disabled.
|
|
IFVIRTUAL(DStaticEventHandler, RenderFrame)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FRenderEvent e = owner->SetupRenderEvent;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
*/
|
|
}
|
|
|
|
void DStaticEventHandler::RenderOverlay(EHudState state)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, RenderOverlay)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FRenderEvent e = owner->SetupRenderEvent();
|
|
e.HudState = int(state);
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::RenderUnderlay(EHudState state)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, RenderUnderlay)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FRenderEvent e = owner->SetupRenderEvent();
|
|
e.HudState = int(state);
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::PlayerEntered(int num, bool fromhub)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, PlayerEntered)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FPlayerEvent e = { num, fromhub };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::PlayerRespawned(int num)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, PlayerRespawned)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FPlayerEvent e = { num, false };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::PlayerDied(int num)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, PlayerDied)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FPlayerEvent e = { num, false };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::PlayerDisconnected(int num)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, PlayerDisconnected)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FPlayerEvent e = { num, false };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
FUiEvent::FUiEvent(const event_t *ev)
|
|
{
|
|
Type = (EGUIEvent)ev->subtype;
|
|
KeyChar = 0;
|
|
IsShift = false;
|
|
IsAlt = false;
|
|
IsCtrl = false;
|
|
MouseX = 0;
|
|
MouseY = 0;
|
|
// we don't want the modders to remember what weird fields mean what for what events.
|
|
switch (ev->subtype)
|
|
{
|
|
case EV_GUI_None:
|
|
break;
|
|
case EV_GUI_KeyDown:
|
|
case EV_GUI_KeyRepeat:
|
|
case EV_GUI_KeyUp:
|
|
KeyChar = ev->data1;
|
|
KeyString = FString(char(ev->data1));
|
|
IsShift = !!(ev->data3 & GKM_SHIFT);
|
|
IsAlt = !!(ev->data3 & GKM_ALT);
|
|
IsCtrl = !!(ev->data3 & GKM_CTRL);
|
|
break;
|
|
case EV_GUI_Char:
|
|
KeyChar = ev->data1;
|
|
KeyString = MakeUTF8(ev->data1);
|
|
IsAlt = !!ev->data2; // only true for Win32, not sure about SDL
|
|
break;
|
|
default: // mouse event
|
|
// note: SDL input doesn't seem to provide these at all
|
|
//Printf("Mouse data: %d, %d, %d, %d\n", ev->x, ev->y, ev->data1, ev->data2);
|
|
MouseX = ev->data1;
|
|
MouseY = ev->data2;
|
|
IsShift = !!(ev->data3 & GKM_SHIFT);
|
|
IsAlt = !!(ev->data3 & GKM_ALT);
|
|
IsCtrl = !!(ev->data3 & GKM_CTRL);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool DStaticEventHandler::UiProcess(const event_t* ev)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, UiProcess)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmptyInt(func)) return false;
|
|
FUiEvent e = ev;
|
|
|
|
int processed;
|
|
VMReturn results[1] = { &processed };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, results, 1);
|
|
return !!processed;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
FInputEvent::FInputEvent(const event_t *ev)
|
|
{
|
|
Type = (EGenericEvent)ev->type;
|
|
// we don't want the modders to remember what weird fields mean what for what events.
|
|
KeyScan = 0;
|
|
KeyChar = 0;
|
|
MouseX = 0;
|
|
MouseY = 0;
|
|
switch (Type)
|
|
{
|
|
case EV_None:
|
|
break;
|
|
case EV_KeyDown:
|
|
case EV_KeyUp:
|
|
KeyScan = ev->data1;
|
|
KeyChar = ev->data2;
|
|
KeyString = FString(char(ev->data1));
|
|
break;
|
|
case EV_Mouse:
|
|
MouseX = ev->x;
|
|
MouseY = ev->y;
|
|
break;
|
|
default:
|
|
break; // EV_DeviceChange = wat?
|
|
}
|
|
}
|
|
|
|
bool DStaticEventHandler::InputProcess(const event_t* ev)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, InputProcess)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmptyInt(func)) return false;
|
|
FInputEvent e = ev;
|
|
//
|
|
|
|
int processed;
|
|
VMReturn results[1] = { &processed };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, results, 1);
|
|
return !!processed;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void DStaticEventHandler::UiTick()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, UiTick)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
VMValue params[1] = { (DStaticEventHandler*)this };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::PostUiTick()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, PostUiTick)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
VMValue params[1] = { (DStaticEventHandler*)this };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual)
|
|
{
|
|
if (player < 0)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, ConsoleProcess)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FConsoleEvent e;
|
|
|
|
//
|
|
e.Player = player;
|
|
e.Name = name;
|
|
e.Args[0] = arg1;
|
|
e.Args[1] = arg2;
|
|
e.Args[2] = arg3;
|
|
e.IsManual = manual;
|
|
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, NetworkProcess)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FConsoleEvent e;
|
|
|
|
//
|
|
e.Player = player;
|
|
e.Name = name;
|
|
e.Args[0] = arg1;
|
|
e.Args[1] = arg2;
|
|
e.Args[2] = arg3;
|
|
e.IsManual = manual;
|
|
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::CheckReplacement(PClassActor *replacee, PClassActor **replacement, bool *final )
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, CheckReplacement)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FReplaceEvent e = { replacee, *replacement, *final };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
if ( e.Replacement != replacee ) // prevent infinite recursion
|
|
*replacement = e.Replacement;
|
|
*final = e.IsFinal;
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::CheckReplacee(PClassActor **replacee, PClassActor *replacement, bool *final)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, CheckReplacee)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
FReplacedEvent e = { *replacee, replacement, *final };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
VMCall(func, params, 2, nullptr, 0);
|
|
if (e.Replacee != replacement) // prevent infinite recursion
|
|
*replacee = e.Replacee;
|
|
*final = e.IsFinal;
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::NewGame()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, NewGame)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (isEmpty(func)) return;
|
|
VMValue params[1] = { (DStaticEventHandler*)this };
|
|
VMCall(func, params, 1, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
//
|
|
void DStaticEventHandler::OnDestroy()
|
|
{
|
|
owner->UnregisterHandler(this);
|
|
Super::OnDestroy();
|
|
}
|
|
|
|
// console stuff
|
|
// this is kinda like puke, except it distinguishes between local events and playsim events.
|
|
CCMD(event)
|
|
{
|
|
int argc = argv.argc();
|
|
|
|
if (argc < 2 || argc > 5)
|
|
{
|
|
Printf("Usage: event <name> [arg1] [arg2] [arg3]\n");
|
|
}
|
|
else
|
|
{
|
|
int arg[3] = { 0, 0, 0 };
|
|
int argn = MIN<int>(argc - 2, countof(arg));
|
|
for (int i = 0; i < argn; i++)
|
|
arg[i] = atoi(argv[2 + i]);
|
|
// call locally
|
|
primaryLevel->localEventManager->Console(-1, argv[1], arg[0], arg[1], arg[2], true);
|
|
}
|
|
}
|
|
|
|
CCMD(netevent)
|
|
{
|
|
if (gamestate != GS_LEVEL/* && gamestate != GS_TITLELEVEL*/) // not sure if this should work in title level, but probably not, because this is for actual playing
|
|
{
|
|
DPrintf(DMSG_SPAMMY, "netevent cannot be used outside of a map.\n");
|
|
return;
|
|
}
|
|
|
|
int argc = argv.argc();
|
|
|
|
if (argc < 2 || argc > 5)
|
|
{
|
|
Printf("Usage: netevent <name> [arg1] [arg2] [arg3]\n");
|
|
}
|
|
else
|
|
{
|
|
int arg[3] = { 0, 0, 0 };
|
|
int argn = MIN<int>(argc - 2, countof(arg));
|
|
for (int i = 0; i < argn; i++)
|
|
arg[i] = atoi(argv[2 + i]);
|
|
// call networked
|
|
primaryLevel->localEventManager->SendNetworkEvent(argv[1], arg[0], arg[1], arg[2], true);
|
|
}
|
|
}
|