mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-28 06:32:29 +00:00
Added: prototype event system
This commit is contained in:
parent
ee40135d55
commit
60406a3cb6
7 changed files with 258 additions and 0 deletions
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@ -1214,6 +1214,7 @@ set (PCH_SOURCES
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scripting/zscript/zcc_expr.cpp
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scripting/zscript/zcc_parser.cpp
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sfmt/SFMT.cpp
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events.cpp
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)
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enable_precompiled_headers( g_pch.h PCH_SOURCES )
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@ -110,6 +110,7 @@
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#include "autosegs.h"
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#include "fragglescript/t_fs.h"
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#include "g_levellocals.h"
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#include "events.h"
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EXTERN_CVAR(Bool, hud_althud)
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void DrawHUD();
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@ -775,6 +776,9 @@ void D_Display ()
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screen->SetBlendingRect(viewwindowx, viewwindowy,
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viewwindowx + viewwidth, viewwindowy + viewheight);
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// [ZZ] execute event hook that we just started the frame
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E_RenderFrame();
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//
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Renderer->RenderView(&players[consoleplayer]);
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if ((hw2d = screen->Begin2D(viewactive)))
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184
src/events.cpp
Executable file
184
src/events.cpp
Executable file
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@ -0,0 +1,184 @@
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#include "events.h"
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#include "virtual.h"
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#include "r_utility.h"
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DEventHandler* E_FirstDEventHandler = nullptr;
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void E_RegisterHandler(DEventHandler* 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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// link into normal list
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handler->prev = nullptr;
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handler->next = E_FirstDEventHandler;
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if (handler->next)
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handler->next->prev = handler;
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E_FirstDEventHandler = handler;
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}
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void E_UnregisterHandler(DEventHandler* 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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// 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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if (handler->next)
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handler->next->prev = handler->prev;
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if (handler == E_FirstDEventHandler)
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E_FirstDEventHandler = handler->next;
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}
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void E_MapLoaded()
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{
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for (DEventHandler* handler = E_FirstDEventHandler; 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_FirstDEventHandler; 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_FirstDEventHandler; 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_FirstDEventHandler; handler; handler = handler->next)
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handler->RenderCamera();
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}
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// declarations
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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_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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// generate a new object of this type.
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ACTION_RETURN_OBJECT(t->CreateNew());
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}
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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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}
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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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}
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DEFINE_ACTION_FUNCTION(DEventHandler, MapLoaded)
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{
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PARAM_SELF_PROLOGUE(DEventHandler);
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// do nothing
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, MapUnloading)
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{
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PARAM_SELF_PROLOGUE(DEventHandler);
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// do nothing
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, RenderFrame)
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{
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PARAM_SELF_PROLOGUE(DEventHandler);
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// do nothing
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, RenderCamera)
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{
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PARAM_SELF_PROLOGUE(DEventHandler);
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// do nothing
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return 0;
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}
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//
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void DEventHandler::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 DEventHandler::MapLoaded()
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{
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IFVIRTUAL(DEventHandler, MapLoaded)
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{
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[1] = { (DEventHandler*)this };
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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}
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void DEventHandler::MapUnloading()
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{
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IFVIRTUAL(DEventHandler, MapUnloading)
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{
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[1] = { (DEventHandler*)this };
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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}
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void DEventHandler::RenderFrame()
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{
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IFVIRTUAL(DEventHandler, RenderFrame)
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{
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[1] = { (DEventHandler*)this };
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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}
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void DEventHandler::RenderCamera()
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{
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IFVIRTUAL(DEventHandler, RenderCamera)
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{
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[1] = { (DEventHandler*)this };
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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}
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void DRenderEventHandler::Setup()
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{
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ViewPos = ::ViewPos;
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ViewAngle = ::ViewAngle;
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ViewPitch = ::ViewPitch;
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ViewRoll = ::ViewRoll;
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FracTic = ::r_TicFracF;
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}
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void DRenderEventHandler::RenderFrame()
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{
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Setup();
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DEventHandler::RenderFrame();
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}
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void DRenderEventHandler::RenderCamera()
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{
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Setup();
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DEventHandler::RenderCamera();
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}
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60
src/events.h
Executable file
60
src/events.h
Executable file
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@ -0,0 +1,60 @@
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#ifndef EVENTS_H
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#define EVENTS_H
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#include "dobject.h"
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class DEventHandler : 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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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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// destroy handler. this unlinks EventHandler from the list automatically.
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void OnDestroy() override;
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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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virtual void MapUnloading();
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// called on each render frame once.
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virtual void RenderFrame();
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// called before entering each actor's view (including RenderFrame)
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virtual void RenderCamera();
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};
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extern DEventHandler* E_FirstEventHandler;
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class DRenderEventHandler : public DEventHandler
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{
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DECLARE_CLASS(DRenderEventHandler, DEventHandler)
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public:
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DVector3 ViewPos;
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DAngle ViewAngle;
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DAngle ViewPitch;
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DAngle ViewRoll;
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double FracTic; // 0..1 value that describes where we are inside the current gametic, render-wise.
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void RenderFrame() override;
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void RenderCamera() override;
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private:
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void Setup();
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};
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// register
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void E_RegisterHandler(DEventHandler* handler);
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// unregister
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void E_UnregisterHandler(DEventHandler* 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 when the map is about to unload (approximately same time as UNLOADING ACS scripts)
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void E_MapUnloading();
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// called on each render frame once.
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void E_RenderFrame();
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// called before entering each actor's view (including RenderFrame)
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void E_RenderCamera();
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#endif
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@ -44,6 +44,7 @@
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#include "gl/gl_functions.h"
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#include "serializer.h"
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#include "g_levellocals.h"
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#include "events.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/system/gl_interface.h"
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@ -477,6 +478,9 @@ void FGLRenderer::RenderTranslucent()
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void FGLRenderer::DrawScene(int drawmode)
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{
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// [ZZ] call event hook
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E_RenderCamera();
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static int recursion=0;
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static int ssao_portals_available = 0;
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@ -59,6 +59,7 @@
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#include "r_data/colormaps.h"
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#include "p_maputl.h"
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#include "r_thread.h"
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#include "events.h"
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CVAR (String, r_viewsize, "", CVAR_NOSET)
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CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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@ -840,6 +841,9 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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R_SetupBuffer ();
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R_SetupFrame (actor);
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// [ZZ] call event hook
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E_RenderCamera();
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// Clear buffers.
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R_ClearClipSegs (0, viewwidth);
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R_ClearDrawSegs ();
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@ -5,6 +5,7 @@
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#include "zscript/constants.txt"
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#include "zscript/actor.txt"
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#include "zscript/actor_checks.txt"
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#include "zscript/events.txt"
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#include "zscript/inventory/inventory.txt"
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#include "zscript/inventory/inv_misc.txt"
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