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https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
Removed World*Unsafe handlers (merged with WorldLoaded/WorldUnloading); Removed the concept of 'map-local static' handlers, static handlers are now only those that run globally.
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parent
3e44109ad1
commit
09ca1f610d
5 changed files with 72 additions and 31 deletions
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@ -19,7 +19,10 @@ bool E_RegisterHandler(DStaticEventHandler* handler)
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if (handler->next)
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handler->next->prev = handler;
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E_FirstEventHandler = handler;
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if (handler->IsStatic() && !handler->isMapScope) handler->ObjectFlags |= OF_Fixed;
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if (handler->IsStatic())
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{
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handler->ObjectFlags |= OF_Fixed;
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}
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return true;
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}
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@ -36,10 +39,10 @@ bool E_UnregisterHandler(DStaticEventHandler* handler)
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handler->next->prev = handler->prev;
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if (handler == E_FirstEventHandler)
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E_FirstEventHandler = handler->next;
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if (handler->IsStatic() && !handler->isMapScope)
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if (handler->IsStatic())
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{
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handler->ObjectFlags |= OF_YesReallyDelete;
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delete handler;
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handler->ObjectFlags &= ~OF_Fixed;
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handler->Destroy();
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}
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return true;
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}
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@ -114,13 +117,13 @@ static void E_InitStaticHandler(PClass* type, FString typestring, bool map)
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{
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if (type == nullptr)
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{
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Printf("%cGWarning: unknown event handler class %s in MAPINFO!", TEXTCOLOR_ESCAPE, typestring.GetChars());
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Printf("%cGWarning: unknown event handler class %s in MAPINFO!\n", TEXTCOLOR_ESCAPE, typestring.GetChars());
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return;
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}
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if (!E_IsStaticType(type))
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if (!E_IsStaticType(type) && !map)
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{
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Printf("%cGWarning: invalid event handler class %s in MAPINFO!\nMAPINFO event handlers should inherit Static* directly!", TEXTCOLOR_ESCAPE, typestring.GetChars());
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Printf("%cGWarning: invalid event handler class %s in MAPINFO!\nGameInfo event handlers should inherit Static* directly!\n", TEXTCOLOR_ESCAPE, typestring.GetChars());
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return;
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}
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@ -137,21 +140,15 @@ static void E_InitStaticHandler(PClass* type, FString typestring, bool map)
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if (typeExists) return;
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DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew();
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handler->isMapScope = map;
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E_RegisterHandler(handler);
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}
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void E_InitStaticHandlers(bool map)
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{
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// remove existing
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic() && handler->isMapScope == map)
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handler->Destroy();
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}
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if (savegamerestore)
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return;
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// add new
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if (map)
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if (map) // don't initialize map handlers if restoring from savegame.
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{
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for (unsigned int i = 0; i < level.info->EventHandlers.Size(); i++)
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{
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@ -162,6 +159,13 @@ void E_InitStaticHandlers(bool map)
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}
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else
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{
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// delete old static handlers if any.
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic())
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handler->Destroy();
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}
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for (unsigned int i = 0; i < gameinfo.EventHandlers.Size(); i++)
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{
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FString typestring = gameinfo.EventHandlers[i];
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@ -177,10 +181,47 @@ void E_InitStaticHandlers(bool map)
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handler->name(); \
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}
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DEFINE_EVENT_LOOPER(WorldLoaded)
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DEFINE_EVENT_LOOPER(WorldUnloading)
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DEFINE_EVENT_LOOPER(WorldLoadedUnsafe)
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DEFINE_EVENT_LOOPER(WorldUnloadingUnsafe)
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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 E_WorldLoaded()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic()) continue;
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if (handler->isFromSaveGame) 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 E_WorldUnloading()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic()) continue;
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handler->WorldUnloading();
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}
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}
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void E_WorldLoadedUnsafe()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (!handler->IsStatic()) continue;
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handler->WorldLoaded();
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}
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}
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void E_WorldUnloadingUnsafe()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (!handler->IsStatic()) continue;
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handler->WorldUnloading();
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}
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}
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DEFINE_EVENT_LOOPER(RenderFrame)
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// declarations
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@ -273,8 +314,6 @@ void cls::funcname(args) \
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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldLoaded,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldUnloading,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldLoadedUnsafe, )
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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldUnloadingUnsafe, )
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderFrame, )
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//
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14
src/events.h
14
src/events.h
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@ -35,11 +35,16 @@ class DStaticEventHandler : public DObject // make it a part of normal GC proces
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{
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DECLARE_CLASS(DStaticEventHandler, DObject)
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public:
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DStaticEventHandler()
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{
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prev = 0;
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next = 0;
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isFromSaveGame = false;
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}
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DStaticEventHandler* prev;
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DStaticEventHandler* next;
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DStaticEventHandler* unregPrev;
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DStaticEventHandler* unregNext;
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bool isMapScope; // this is only used with IsStatic=true
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bool isFromSaveGame; // this gets set to true if this object was received using serializator
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virtual bool IsStatic() { return true; }
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// serialization handler. let's keep it here so that I don't get lost in serialized/not serialized fields
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@ -49,6 +54,7 @@ public:
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if (arc.isReading())
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{
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Printf("DStaticEventHandler::Serialize: reading object %s\n", GetClass()->TypeName.GetChars());
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isFromSaveGame = true;
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}
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else
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{
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@ -62,8 +68,6 @@ public:
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virtual void WorldLoaded();
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virtual void WorldUnloading();
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virtual void WorldLoadedUnsafe();
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virtual void WorldUnloadingUnsafe();
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virtual void RenderFrame();
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};
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class DEventHandler : public DStaticEventHandler
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@ -1077,6 +1077,8 @@ void G_DoLoadLevel (int position, bool autosave)
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E_InitStaticHandlers(true);
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// unsafe world load
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E_WorldLoadedUnsafe();
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// regular world load (savegames are handled internally)
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E_WorldLoaded();
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P_DoDeferedScripts (); // [RH] Do script actions that were triggered on another map.
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if (demoplayback || oldgs == GS_STARTUP || oldgs == GS_TITLELEVEL)
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@ -1443,8 +1443,6 @@ void P_SpawnSpecials (void)
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break;
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}
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}
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// [ZZ] safe world load
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E_WorldLoaded();
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// [RH] Start running any open scripts on this map
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FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false);
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}
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@ -1,9 +1,7 @@
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class StaticEventHandler : Object native
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{
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virtual native void WorldLoaded();
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virtual native void WorldLoadedUnsafe();
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virtual native void WorldUnloading();
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virtual native void WorldUnloadingUnsafe();
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virtual native void RenderFrame();
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}
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