mirror of
https://github.com/ZDoom/raze-gles.git
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e29eb5bbed
This is merely the basics needed to actually implement something.
94 lines
2.4 KiB
C++
94 lines
2.4 KiB
C++
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#include "types.h"
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#include "build.h"
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#include "screenjob.h"
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#include "dobject.h"
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void RunScreen(const char *classname, VMValue *params, int numparams, std::function<void(bool aborted)> completion)
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{
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int ticker = 0;
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auto ototalclock = totalclock;
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PClass *cls = PClass::FindClass(classname);
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if (cls != nullptr && cls->IsDescendantOf(NAME_GameScreen))
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{
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auto func = dyn_cast<PFunction>(cls->FindSymbol("Init", true));
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if (func != nullptr && !(func->Variants[0].Flags & (VARF_Protected | VARF_Private))) // skip internal classes which have a protected init method.
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{
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TArray<VMValue> args(numparams+1);
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for(int i = 0;i<numparams;i++) args[i+1] = params[i];
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auto item = cls->CreateNew();
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if (!item)
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{
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completion(true);
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return;
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}
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args[0] = item;
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VMCallWithDefaults(func->Variants[0].Implementation, args, nullptr, 0);
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while (true)
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{
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handleevents();
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event_t *ev;
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// This should later run off D_ProcessEvents, but currently requires a local copy here
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while (eventtail != eventhead)
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{
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ev = &events[eventtail];
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eventtail = (eventtail + 1) & (MAXEVENTS - 1);
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if (ev->type == EV_None)
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continue;
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if (ev->type == EV_DeviceChange)
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UpdateJoystickMenu(I_UpdateDeviceList());
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#if 0 // this isn't safe with the current engine structure
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if (C_Responder (ev))
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continue; // console ate the event
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if (M_Responder (ev))
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continue; // menu ate the event
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#endif
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IFVIRTUALPTRNAME(item, NAME_GameScreen, OnEvent)
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{
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FInputEvent e = ev;
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VMValue params[] = { (DObject*)item, &e };
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int retval;
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VMReturn ret(&retval);
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VMCall(func, params, 2, &ret, 1);
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if (!retval)
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{
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completion(true);
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return;
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}
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}
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}
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while ((int)(totalclock - ototalclock) >= 1)
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{
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IFVIRTUALPTRNAME(item, NAME_GameScreen, Tick)
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{
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FInputEvent e = ev;
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VMValue params[] = { (DObject*)item, ticker };
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ticker++;
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int retval;
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VMReturn ret(&retval);
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VMCall(func, params, 2, &ret, 1);
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if (!retval)
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{
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completion(false);
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return;
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}
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}
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}
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IFVIRTUALPTRNAME(item, NAME_GameScreen, Draw)
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{
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FInputEvent e = ev;
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VMValue params[] = { (DObject*)item };
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ticker++;
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VMCall(func, params, 1, nullptr, 0);
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}
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videoNextPage();
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}
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}
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}
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completion(true);
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}
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