Add PostUiTick(). Happens after all other tickers. Useful for handling changes in the play side within the same tic.

This commit is contained in:
Mari the Deer 2018-03-09 02:06:41 +01:00 committed by Christoph Oelckers
commit 3072c9bf7c
4 changed files with 21 additions and 0 deletions

View file

@ -515,6 +515,7 @@ DEFINE_EVENT_LOOPER(RenderFrame)
DEFINE_EVENT_LOOPER(WorldLightning)
DEFINE_EVENT_LOOPER(WorldTick)
DEFINE_EVENT_LOOPER(UiTick)
DEFINE_EVENT_LOOPER(PostUiTick)
// declarations
IMPLEMENT_CLASS(DStaticEventHandler, false, true);
@ -648,6 +649,7 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerDisconnected)
DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiProcess);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, InputProcess);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiTick);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, PostUiTick);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, ConsoleProcess);
DEFINE_EMPTY_HANDLER(DStaticEventHandler, NetworkProcess);
@ -1044,6 +1046,18 @@ void DStaticEventHandler::UiTick()
}
}
void DStaticEventHandler::PostUiTick()
{
IFVIRTUAL(DStaticEventHandler, PostUiTick)
{
// don't create excessive DObjects if not going to be processed anyway
if (func == DStaticEventHandler_PostUiTick_VMPtr)
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)