mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 23:54:35 +00:00
386 lines
No EOL
10 KiB
C++
Executable file
386 lines
No EOL
10 KiB
C++
Executable file
#include "events.h"
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#include "virtual.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 "v_text.h"
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DStaticEventHandler* E_FirstEventHandler = nullptr;
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bool E_RegisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (E_CheckHandler(handler))
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return false;
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// link into normal list
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handler->prev = nullptr;
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handler->next = E_FirstEventHandler;
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if (handler->next)
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handler->next->prev = handler;
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E_FirstEventHandler = handler;
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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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bool E_UnregisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (!E_CheckHandler(handler))
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return false;
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// link out of normal list
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if (handler->prev)
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handler->prev->next = handler->next;
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if (handler->next)
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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())
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{
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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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bool E_CheckHandler(DStaticEventHandler* handler)
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{
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (handler == lhandler) return true;
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return false;
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}
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bool E_IsStaticType(PClass* type)
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{
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return (type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler)) && // make sure it's from our hierarchy at all.
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!type->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
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!type->IsDescendantOf(RUNTIME_CLASS(DRenderEventHandler)));
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}
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void E_SerializeEvents(FSerializer& arc)
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{
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// todo : stuff
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if (arc.BeginArray("eventhandlers"))
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{
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int numlocalhandlers = 0;
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TArray<DStaticEventHandler*> handlers;
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if (arc.isReading())
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{
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numlocalhandlers = arc.ArraySize();
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// delete all current local handlers, if any
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (!lhandler->IsStatic()) lhandler->Destroy();
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}
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else
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{
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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{
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if (lhandler->IsStatic()) continue;
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numlocalhandlers++;
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handlers.Push(lhandler);
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}
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}
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for (int i = 0; i < numlocalhandlers; i++)
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{
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// serialize the object properly.
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if (arc.isReading())
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{
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// get object and put it into the array
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DStaticEventHandler* lhandler;
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arc(nullptr, lhandler);
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if (lhandler != nullptr)
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handlers.Push(lhandler);
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}
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else
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{
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::Serialize<DStaticEventHandler>(arc, nullptr, handlers[i], nullptr);
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}
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}
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if (arc.isReading())
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{
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// add all newly deserialized handlers into the list
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for (int i = 0; i < numlocalhandlers; i++)
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E_RegisterHandler(handlers[i]);
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}
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arc.EndArray();
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}
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}
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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!\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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{
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Printf("%cGWarning: invalid event handler class %s in MAPINFO!\nMAPINFO event handlers should inherit Static* directly!\n", TEXTCOLOR_ESCAPE, typestring.GetChars());
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return;
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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 = E_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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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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if (savegamerestore)
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return;
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if (map) // don't initialize map handlers if restoring from savegame.
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{
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// delete old map 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() && handler->isMapScope)
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handler->Destroy();
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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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FString typestring = level.info->EventHandlers[i];
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PClass* type = PClass::FindClass(typestring);
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E_InitStaticHandler(type, typestring, true);
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}
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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() && !handler->isMapScope)
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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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PClass* type = PClass::FindClass(typestring);
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E_InitStaticHandler(type, typestring, false);
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}
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}
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}
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#define DEFINE_EVENT_LOOPER(name) void E_##name() \
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{ \
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for (DStaticEventHandler* handler = E_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 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() && !handler->isMapScope) continue;
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if (handler->isMapScope && 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 E_WorldUnloaded()
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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() && !handler->isMapScope) continue;
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handler->WorldUnloaded();
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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() || handler->isMapScope) continue;
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handler->WorldLoaded();
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}
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}
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void E_WorldUnloadedUnsafe()
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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() || handler->isMapScope) continue;
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handler->WorldUnloaded();
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}
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}
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void E_WorldThingSpawned(AActor* actor)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingSpawned(actor);
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}
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// normal event loopers (non-special, argument-less)
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DEFINE_EVENT_LOOPER(RenderFrame)
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// declarations
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IMPLEMENT_CLASS(DStaticEventHandler, false, false);
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IMPLEMENT_CLASS(DStaticRenderEventHandler, false, false);
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IMPLEMENT_CLASS(DStaticWorldEventHandler, false, false);
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IMPLEMENT_CLASS(DEventHandler, false, false);
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IMPLEMENT_CLASS(DRenderEventHandler, false, false);
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IMPLEMENT_CLASS(DWorldEventHandler, false, false);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPos);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewAngle);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPitch);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewRoll);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, FracTic);
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DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, Camera);
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DEFINE_FIELD_X(StaticWorldEventHandler, DStaticWorldEventHandler, IsSaveGame);
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DEFINE_FIELD_X(StaticWorldEventHandler, DStaticWorldEventHandler, Thing);
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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, DStaticEventHandler);
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// check if type inherits dynamic handlers
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if (E_IsStaticType(t))
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{
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// disallow static types creation with Create()
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ACTION_RETURN_OBJECT(nullptr);
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}
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// generate a new object of this type.
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ACTION_RETURN_OBJECT(t->CreateNew());
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DStaticEventHandler);
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// check if type inherits dynamic handlers
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if (E_IsStaticType(t))
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{
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// disallow static types creation with Create()
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ACTION_RETURN_OBJECT(nullptr);
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}
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// check if there are already registered handlers of this type.
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->GetClass() == t) // check precise class
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ACTION_RETURN_OBJECT(nullptr);
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// generate a new object of this type.
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ACTION_RETURN_OBJECT(t->CreateNew());
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, Find)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(t, DStaticEventHandler);
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->GetClass() == t) // check precise class
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ACTION_RETURN_OBJECT(handler);
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ACTION_RETURN_OBJECT(nullptr);
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}
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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, DStaticEventHandler);
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if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
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ACTION_RETURN_BOOL(E_RegisterHandler(handler));
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}
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DEFINE_ACTION_FUNCTION(DEventHandler, Unregister)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(handler, DStaticEventHandler);
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if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
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ACTION_RETURN_BOOL(E_UnregisterHandler(handler));
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}
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#define DEFINE_EVENT_HANDLER(cls, funcname, args) DEFINE_ACTION_FUNCTION(cls, funcname) \
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{ \
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PARAM_SELF_PROLOGUE(cls); \
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return 0; \
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} \
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void cls::funcname(args) \
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{ \
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IFVIRTUAL(cls, funcname) \
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{ \
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if (func == cls##_##funcname##_VMPtr) \
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return; \
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VMValue params[1] = { (cls*)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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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldLoaded,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldUnloaded,)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, WorldThingSpawned, AActor*)
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DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderFrame, )
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//
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void DStaticEventHandler::OnDestroy()
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{
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E_UnregisterHandler(this);
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Super::OnDestroy();
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}
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void DStaticRenderEventHandler::Setup()
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{
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ViewPos = ::ViewPos;
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ViewAngle = ::ViewAngle;
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ViewPitch = ::ViewPitch;
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ViewRoll = ::ViewRoll;
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FracTic = ::r_TicFracF;
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Camera = ::camera;
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}
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void DStaticRenderEventHandler::RenderFrame()
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{
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Setup();
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Super::RenderFrame();
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}
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void DStaticWorldEventHandler::Setup()
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{
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IsSaveGame = savegamerestore;
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Thing = nullptr;
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}
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void DStaticWorldEventHandler::WorldLoaded()
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{
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Setup();
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Super::WorldLoaded();
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}
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void DStaticWorldEventHandler::WorldUnloaded()
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{
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Setup();
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Super::WorldUnloaded();
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}
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void DStaticWorldEventHandler::WorldThingSpawned(AActor* actor)
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{
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Setup();
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Thing = actor;
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Super::WorldThingSpawned(actor);
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} |