Made the EventHandler class tree a bit more branchy. Now disallowing creation of Static* via EventHandler.Create.

This commit is contained in:
ZZYZX 2017-01-22 08:56:57 +02:00
commit fb1d55101e
7 changed files with 127 additions and 69 deletions

View file

@ -2,24 +2,29 @@
#include "virtual.h"
#include "r_utility.h"
DEventHandler* E_FirstEventHandler = nullptr;
DStaticEventHandler* E_FirstEventHandler = nullptr;
void E_RegisterHandler(DEventHandler* handler)
bool E_RegisterHandler(DStaticEventHandler* handler)
{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return;
return false;
if (E_CheckHandler(handler))
return false;
// link into normal list
handler->prev = nullptr;
handler->next = E_FirstEventHandler;
if (handler->next)
handler->next->prev = handler;
E_FirstEventHandler = handler;
return true;
}
void E_UnregisterHandler(DEventHandler* handler)
bool E_UnregisterHandler(DStaticEventHandler* handler)
{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return;
return false;
if (!E_CheckHandler(handler))
return false;
// link out of normal list
if (handler->prev)
handler->prev->next = handler->next;
@ -27,60 +32,78 @@ void E_UnregisterHandler(DEventHandler* handler)
handler->next->prev = handler->prev;
if (handler == E_FirstEventHandler)
E_FirstEventHandler = handler->next;
return true;
}
bool E_CheckHandler(DStaticEventHandler* handler)
{
for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
if (handler == lhandler) return true;
return false;
}
void E_MapLoaded()
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->MapLoaded();
}
void E_MapUnloading()
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->MapUnloading();
}
void E_RenderFrame()
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderFrame();
}
void E_RenderCamera()
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderCamera();
}
void E_RenderBeforeThing(AActor* thing)
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderBeforeThing(thing);
}
void E_RenderAfterThing(AActor* thing)
{
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderAfterThing(thing);
}
// declarations
IMPLEMENT_CLASS(DStaticEventHandler, false, false);
IMPLEMENT_CLASS(DStaticRenderEventHandler, false, false);
IMPLEMENT_CLASS(DEventHandler, false, false);
IMPLEMENT_CLASS(DRenderEventHandler, false, false);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewPos);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewAngle);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewPitch);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, ViewRoll);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, FracTic);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, Camera);
DEFINE_FIELD_X(RenderEventHandler, DRenderEventHandler, CurrentThing);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPos);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewAngle);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewPitch);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, ViewRoll);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, FracTic);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, Camera);
DEFINE_FIELD_X(StaticRenderEventHandler, DStaticRenderEventHandler, CurrentThing);
DEFINE_ACTION_FUNCTION(DEventHandler, Create)
{
PARAM_PROLOGUE;
PARAM_CLASS(t, DEventHandler);
PARAM_CLASS(t, DStaticEventHandler);
// check if type inherits dynamic handlers
if (!t->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
!t->IsDescendantOf(RUNTIME_CLASS(DRenderEventHandler)))
{
// disallow static types creation with Create()
ACTION_RETURN_OBJECT(nullptr);
}
// generate a new object of this type.
ACTION_RETURN_OBJECT(t->CreateNew());
}
@ -88,9 +111,16 @@ DEFINE_ACTION_FUNCTION(DEventHandler, Create)
DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
{
PARAM_PROLOGUE;
PARAM_CLASS(t, DEventHandler);
PARAM_CLASS(t, DStaticEventHandler);
// check if type inherits dynamic handlers
if (!t->IsDescendantOf(RUNTIME_CLASS(DEventHandler)) &&
!t->IsDescendantOf(RUNTIME_CLASS(DRenderEventHandler)))
{
// disallow static types creation with Create()
ACTION_RETURN_OBJECT(nullptr);
}
// check if there are already registered handlers of this type.
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
if (handler->GetClass() == t) // check precise class
ACTION_RETURN_OBJECT(nullptr);
// generate a new object of this type.
@ -100,8 +130,8 @@ DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce)
DEFINE_ACTION_FUNCTION(DEventHandler, Find)
{
PARAM_PROLOGUE;
PARAM_CLASS(t, DEventHandler);
for (DEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
PARAM_CLASS(t, DStaticEventHandler);
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
if (handler->GetClass() == t) // check precise class
ACTION_RETURN_OBJECT(handler);
ACTION_RETURN_OBJECT(nullptr);
@ -110,17 +140,17 @@ DEFINE_ACTION_FUNCTION(DEventHandler, Find)
DEFINE_ACTION_FUNCTION(DEventHandler, Register)
{
PARAM_PROLOGUE;
PARAM_OBJECT(handler, DEventHandler);
E_RegisterHandler(handler);
return 0;
PARAM_OBJECT(handler, DStaticEventHandler);
if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
ACTION_RETURN_BOOL(E_RegisterHandler(handler));
}
DEFINE_ACTION_FUNCTION(DEventHandler, Unregister)
{
PARAM_PROLOGUE;
PARAM_OBJECT(handler, DEventHandler);
E_UnregisterHandler(handler);
return 0;
PARAM_OBJECT(handler, DStaticEventHandler);
if (handler->IsStatic()) ACTION_RETURN_BOOL(false);
ACTION_RETURN_BOOL(E_UnregisterHandler(handler));
}
#define DEFINE_EVENT_HANDLER(cls, funcname, args) DEFINE_ACTION_FUNCTION(cls, funcname) \
@ -139,21 +169,21 @@ void cls::funcname(args) \
} \
}
DEFINE_EVENT_HANDLER(DEventHandler, MapLoaded,)
DEFINE_EVENT_HANDLER(DEventHandler, MapUnloading,)
DEFINE_EVENT_HANDLER(DEventHandler, RenderFrame,)
DEFINE_EVENT_HANDLER(DEventHandler, RenderCamera,)
DEFINE_EVENT_HANDLER(DEventHandler, RenderBeforeThing, AActor*)
DEFINE_EVENT_HANDLER(DEventHandler, RenderAfterThing, AActor*)
DEFINE_EVENT_HANDLER(DStaticEventHandler, MapLoaded,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, MapUnloading,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderFrame,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderCamera,)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderBeforeThing, AActor*)
DEFINE_EVENT_HANDLER(DStaticEventHandler, RenderAfterThing, AActor*)
//
void DEventHandler::OnDestroy()
void DStaticEventHandler::OnDestroy()
{
E_UnregisterHandler(this);
DObject::OnDestroy();
}
void DRenderEventHandler::Setup()
void DStaticRenderEventHandler::Setup()
{
ViewPos = ::ViewPos;
ViewAngle = ::ViewAngle;
@ -163,26 +193,26 @@ void DRenderEventHandler::Setup()
Camera = ::camera;
}
void DRenderEventHandler::RenderFrame()
void DStaticRenderEventHandler::RenderFrame()
{
Setup();
DEventHandler::RenderFrame();
DStaticEventHandler::RenderFrame();
}
void DRenderEventHandler::RenderCamera()
void DStaticRenderEventHandler::RenderCamera()
{
Setup();
DEventHandler::RenderCamera();
DStaticEventHandler::RenderCamera();
}
void DRenderEventHandler::RenderBeforeThing(AActor* thing)
void DStaticRenderEventHandler::RenderBeforeThing(AActor* thing)
{
CurrentThing = thing;
DEventHandler::RenderBeforeThing(thing);
DStaticEventHandler::RenderBeforeThing(thing);
}
void DRenderEventHandler::RenderAfterThing(AActor* thing)
void DStaticRenderEventHandler::RenderAfterThing(AActor* thing)
{
CurrentThing = thing;
DEventHandler::RenderAfterThing(thing);
DStaticEventHandler::RenderAfterThing(thing);
}