예제 #1
0
/*virtual*/ void WBCompEldSleeper::HandleEvent(const WBEvent& Event) {
  XTRACE_FUNCTION;

  Super::HandleEvent(Event);

  STATIC_HASHED_STRING(OnDamaged);
  STATIC_HASHED_STRING(OnAINoise);

  const HashedString EventName = Event.GetEventName();
  if (EventName == sOnDamaged) {
    Wake();
  } else if (EventName == sOnAINoise) {
    STATIC_HASHED_STRING(EventOwner);
    WBEntity* const pEventOwner = Event.GetEntity(sEventOwner);
    ASSERT(pEventOwner);

    if (pEventOwner == GetEntity()) {
      // Ignore AI noises from self (see SensorHearing for more details).
    } else {
      STATIC_HASHED_STRING(NoiseLocation);
      const Vector NoiseLocation = Event.GetVector(sNoiseLocation);

      STATIC_HASHED_STRING(NoiseRadius);
      const float NoiseRadius = Event.GetFloat(sNoiseRadius);

      HandleNoise(NoiseLocation, NoiseRadius);
    }
  }
}
예제 #2
0
/*virtual*/ void EldritchFramework::HandleEvent(const WBEvent& Event) {
  XTRACE_FUNCTION;

  Framework3D::HandleEvent(Event);

  STATIC_HASHED_STRING(ToggleInvertY);
  STATIC_HASHED_STRING(ToggleFullscreen);
  STATIC_HASHED_STRING(OnSliderChanged);
  STATIC_HASHED_STRING(WritePrefsConfig);
  STATIC_HASHED_STRING(CheckForUpdates);

  const HashedString EventName = Event.GetEventName();
  if (EventName == sToggleInvertY) {
    XTRACE_NAMED(ToggleInvertY);

    // TODO: Also invert controller? Or on a separate button?

    STATIC_HASHED_STRING(TurnY);
    const bool InvertY = !m_InputSystem->GetMouseInvert(sTurnY);
    m_InputSystem->SetMouseInvert(sTurnY, InvertY);
    m_InputSystem->SetControllerInvert(sTurnY, InvertY);

    // Publish config var so UI can reflect the change.
    // I could make input system publish config vars for each adjustment, but
    // that seems wasteful since most inputs currently have no adjustment.
    STATICHASH(InvertY);
    ConfigManager::SetBool(sInvertY, InvertY);
  } else if (EventName == sToggleFullscreen) {
    XTRACE_NAMED(ToggleFullscreen);
    ToggleFullscreen();
  } else if (EventName == sOnSliderChanged) {
    XTRACE_NAMED(OnSliderChanged);

    STATIC_HASHED_STRING(SliderName);
    const HashedString SliderName = Event.GetHash(sSliderName);

    STATIC_HASHED_STRING(SliderValue);
    const float SliderValue = Event.GetFloat(sSliderValue);

    HandleUISliderEvent(SliderName, SliderValue);
  } else if (EventName == sWritePrefsConfig) {
    XTRACE_NAMED(WritePrefsConfig);
    WritePrefsConfig();
  } else if (EventName == sCheckForUpdates) {
#if BUILD_WINDOWS && !BUILD_STEAM
    XTRACE_NAMED(CheckForUpdates);

    // So I can compile updating out of certain builds.
    STATICHASH(Framework);
    STATICHASH(CheckForUpdates);
    const bool CheckForUpdates =
        ConfigManager::GetBool(sCheckForUpdates, true, sFramework);
    if (CheckForUpdates) {
      m_CheckForUpdates->Check(false, true);
    }
#endif
  }
}
예제 #3
0
/*virtual*/ void WBCompEldMesh::HandleEvent(const WBEvent& Event) {
  XTRACE_FUNCTION;

  Super::HandleEvent(Event);

  STATIC_HASHED_STRING(OnInitialized);
  STATIC_HASHED_STRING(OnSpawnedQueued);
  STATIC_HASHED_STRING(OnLoaded);
  STATIC_HASHED_STRING(OnBecameFrobTarget);
  STATIC_HASHED_STRING(Hide);
  STATIC_HASHED_STRING(Show);
  STATIC_HASHED_STRING(HideMesh);
  STATIC_HASHED_STRING(ShowMesh);
  STATIC_HASHED_STRING(PlayAnim);
  STATIC_HASHED_STRING(SetAnim);
  STATIC_HASHED_STRING(CopyAnimations);
  STATIC_HASHED_STRING(SetMesh);
  STATIC_HASHED_STRING(SetTexture);

  const HashedString EventName = Event.GetEventName();
  if (EventName == sOnInitialized) {
    SetSendUpdatedEvent();
  } else if (EventName == sOnSpawnedQueued ||
             EventName == sOnLoaded)  // Need to have a valid transform
  {
    ImmediateUpdateBlendedIrradiance();
  } else if (EventName == sOnBecameFrobTarget) {
    STATIC_HASHED_STRING(IsFrobTarget);
    const bool IsFrobTarget = Event.GetBool(sIsFrobTarget);

    if (IsFrobTarget) {
      STATIC_HASHED_STRING(Highlight);
      m_CurrentHighlight = Event.GetVector(sHighlight);
    } else {
      m_CurrentHighlight.Zero();
    }
  } else if (EventName == sHide || EventName == sHideMesh) {
    m_Hidden = true;
  } else if (EventName == sShow || EventName == sShowMesh) {
    m_Hidden = false;
  } else if (EventName == sPlayAnim) {
    STATIC_HASHED_STRING(AnimationName);
    const HashedString AnimationName = Event.GetHash(sAnimationName);

    STATIC_HASHED_STRING(Loop);
    const bool Loop = Event.GetBool(sLoop);

    STATIC_HASHED_STRING(IgnoreIfAlreadyPlaying);
    const bool IgnoreIfAlreadyPlaying = Event.GetBool(sIgnoreIfAlreadyPlaying);

    STATIC_HASHED_STRING(PlayRate);
    const float PlayRate = Event.GetFloat(sPlayRate);

    PlayAnimation(AnimationName, Loop, IgnoreIfAlreadyPlaying, PlayRate);
  } else if (EventName == sSetAnim) {
    STATIC_HASHED_STRING(AnimationIndex);
    const int AnimationIndex = Event.GetInt(sAnimationIndex);

    STATIC_HASHED_STRING(AnimationTime);
    const float AnimationTime = Event.GetFloat(sAnimationTime);

    STATIC_HASHED_STRING(AnimationEndBehavior);
    const int AnimationEndBehavior = Event.GetInt(sAnimationEndBehavior);

    STATIC_HASHED_STRING(AnimationPlayRate);
    const float AnimationPlayRate = Event.GetFloat(sAnimationPlayRate);

    AnimationState::SPlayAnimationParams PlayParams;
    PlayParams.m_EndBehavior =
        static_cast<AnimationState::EAnimationEndBehavior>(
            AnimationEndBehavior);

    m_Mesh->SetAnimation(AnimationIndex, PlayParams);
    m_Mesh->SetAnimationTime(AnimationTime);
    m_Mesh->SetAnimationPlayRate(AnimationPlayRate > 0.0f ? AnimationPlayRate
                                                          : 1.0f);
  } else if (EventName == sCopyAnimations) {
    STATIC_HASHED_STRING(SourceEntity);
    WBEntity* const pSourceEntity = Event.GetEntity(sSourceEntity);

    STATIC_HASHED_STRING(SuppressAnimEvents);
    const bool SuppressAnimEvents = Event.GetBool(sSuppressAnimEvents);

    CopyAnimationsFrom(pSourceEntity, SuppressAnimEvents);
  } else if (EventName == sSetMesh) {
    STATIC_HASHED_STRING(Mesh);
    const SimpleString Mesh = Event.GetString(sMesh);

    STATIC_HASHED_STRING(Texture);
    const SimpleString Texture = Event.GetString(sTexture);

    SetMesh(Mesh);
    SetTexture(Texture);
    UpdateMesh(0.0f);
  } else if (EventName == sSetTexture) {
    STATIC_HASHED_STRING(Texture);
    const SimpleString Texture = Event.GetString(sTexture);

    SetTexture(Texture);
  }
}
예제 #4
0
/*virtual*/ void WBCompEldFrobbable::HandleEvent(const WBEvent& Event) {
  XTRACE_FUNCTION;

  Super::HandleEvent(Event);

  STATIC_HASHED_STRING(MarshalFrob);
  STATIC_HASHED_STRING(OnInitialized);
  STATIC_HASHED_STRING(OnDestroyed);
  STATIC_HASHED_STRING(OnMeshUpdated);
  STATIC_HASHED_STRING(SetIsFrobbable);
  STATIC_HASHED_STRING(BecomeFrobbable);
  STATIC_HASHED_STRING(BecomeNonFrobbable);
  STATIC_HASHED_STRING(SetHoldReleaseMode);
  STATIC_HASHED_STRING(SetFriendlyName);
  STATIC_HASHED_STRING(SetFrobVerb);
  STATIC_HASHED_STRING(SetBoundExtents);
  STATIC_HASHED_STRING(SetBoundOffsetZ);

  const HashedString EventName = Event.GetEventName();

  if (EventName == sMarshalFrob) {
    STATIC_HASHED_STRING(Frobber);
    WBEntity* const pFrobber = Event.GetEntity(sFrobber);

    STATIC_HASHED_STRING(InputEdge);
    const int InputEdge = Event.GetInt(sInputEdge);

    MarshalFrob(pFrobber, InputEdge);
  } else if (EventName == sOnInitialized) {
    if (m_UseCollisionExtents) {
      WBCompEldCollision* const pCollision =
          GET_WBCOMP(GetEntity(), EldCollision);
      if (pCollision) {
        m_BoundExtents =
            pCollision->GetExtents() +
            Vector(m_ExtentsFatten, m_ExtentsFatten, m_ExtentsFatten);
      }
    }
  } else if (EventName == sOnDestroyed) {
    if (m_IsProbableFrobbable) {
      SetHUDHidden(true);
    }
  } else if (EventName == sOnMeshUpdated) {
    ASSERT(m_UseMeshExtents);

    WBCompEldTransform* const pTransform =
        GetEntity()->GetTransformComponent<WBCompEldTransform>();
    DEVASSERT(pTransform);

    WBCompEldMesh* const pMeshComponent = GET_WBCOMP(GetEntity(), EldMesh);
    ASSERT(pMeshComponent);

    EldritchMesh* const pMesh = pMeshComponent->GetMesh();
    ASSERT(pMesh);

    m_BoundExtents = pMesh->m_AABB.GetExtents() +
                     Vector(m_ExtentsFatten, m_ExtentsFatten, m_ExtentsFatten);
    m_BoundOffset = pMesh->m_AABB.GetCenter() - pTransform->GetLocation();
  } else if (EventName == sSetIsFrobbable) {
    STATIC_HASHED_STRING(IsFrobbable);
    m_IsFrobbable = Event.GetBool(sIsFrobbable);
  } else if (EventName == sBecomeFrobbable) {
    m_IsFrobbable = true;
  } else if (EventName == sBecomeNonFrobbable) {
    m_IsFrobbable = false;
  } else if (EventName == sSetHoldReleaseMode) {
    const bool WasHoldReleaseMode = m_HoldReleaseMode;

    STATIC_HASHED_STRING(HoldReleaseMode);
    m_HoldReleaseMode = Event.GetBool(sHoldReleaseMode);

    if (m_HoldReleaseMode && !WasHoldReleaseMode) {
      m_HandleHoldRelease = false;
    }

    if (GetIsFrobTarget()) {
      PublishToHUD();
    }
  } else if (EventName == sSetFriendlyName) {
    STATIC_HASHED_STRING(FriendlyName);
    m_FriendlyName = Event.GetString(sFriendlyName);

    if (GetIsFrobTarget()) {
      PublishToHUD();
    }
  } else if (EventName == sSetFrobVerb) {
    STATIC_HASHED_STRING(FrobVerb);
    m_FrobVerb = Event.GetString(sFrobVerb);

    if (GetIsFrobTarget()) {
      PublishToHUD();
    }
  } else if (EventName == sSetBoundExtents) {
    STATIC_HASHED_STRING(BoundExtents);
    m_BoundExtents = Event.GetVector(sBoundExtents);
  } else if (EventName == sSetBoundOffsetZ) {
    STATIC_HASHED_STRING(BoundOffsetZ);
    m_BoundOffset.z = Event.GetFloat(sBoundOffsetZ);
  }
}