예제 #1
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 #2
0
/*virtual*/ void WBCompState::HandleEvent(const WBEvent& Event) {
  XTRACE_FUNCTION;

  Super::HandleEvent(Event);

  STATIC_HASHED_STRING(SetState);

  const HashedString EventName = Event.GetEventName();
  if (EventName == sSetState) {
    STATIC_HASHED_STRING(NewState);
    const HashedString State = Event.GetHash(sNewState);

    SetState(State);
  }
}
/*virtual*/ void EldritchPersistence::HandleEvent( const WBEvent& Event )
{
	STATIC_HASHED_STRING( SetPersistentVar );

	const HashedString EventName = Event.GetEventName();
	if( EventName == sSetPersistentVar )
	{
		STATIC_HASHED_STRING( Name );
		const HashedString Name = Event.GetHash( sName );

		STATIC_HASHED_STRING( Value );
		const WBEvent::SParameter* const pParameter = Event.GetParameter( sValue );
		m_VariableMap.Set( Name, pParameter );
	}
}
예제 #4
0
/*virtual*/ void WBCompEldFaction::HandleEvent(const WBEvent& Event) {
  XTRACE_FUNCTION;

  Super::HandleEvent(Event);

  STATIC_HASHED_STRING(SetFaction);

  const HashedString EventName = Event.GetEventName();
  if (EventName == sSetFaction) {
    if (m_Immutable) {
      // Faction can't be changed, do nothing
    } else {
      STATIC_HASHED_STRING(Faction);
      m_Faction = Event.GetHash(sFaction);
    }
  }
}
예제 #5
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 #6
0
/*virtual*/ void EldritchGame::HandleEvent( const WBEvent& Event )
{
    XTRACE_FUNCTION;

    STATIC_HASHED_STRING( ReturnToHub );
    STATIC_HASHED_STRING( GoToNextLevel );
    STATIC_HASHED_STRING( GoToPrevLevel );
    STATIC_HASHED_STRING( GoToLevel );
    STATIC_HASHED_STRING( Checkpoint );
    STATIC_HASHED_STRING( TweetRIP );
    STATIC_HASHED_STRING( PlayMusic );
    STATIC_HASHED_STRING( StopMusic );
    STATIC_HASHED_STRING( LaunchWebSite );
    STATIC_HASHED_STRING( GoToLevelImmediate );

    const HashedString EventName = Event.GetEventName();
    if( EventName == sReturnToHub )
    {
        STATIC_HASHED_STRING( Restart );
        const bool Restart = Event.GetBool( sRestart );

        STATIC_HASHED_STRING( FlushHub );
        const bool FlushHub = Event.GetBool( sFlushHub );

        RequestReturnToHub( Restart, FlushHub );
    }
    else if( EventName == sGoToNextLevel )
    {
        RequestGoToNextLevel();
    }
    else if( EventName == sGoToPrevLevel )
    {
        RequestGoToPrevLevel();
    }
    else if( EventName == sGoToLevel )
    {
        STATIC_HASHED_STRING( Level );
        const SimpleString Level = Event.GetString( sLevel );

        STATIC_HASHED_STRING( WorldDef );
        const HashedString WorldDef = Event.GetHash( sWorldDef );

        RequestGoToLevel( Level, WorldDef, true );
    }
    else if( EventName == sCheckpoint )
    {
        Checkpoint();
    }
    else if( EventName == sTweetRIP )
    {
        LaunchRIPTweet();
    }
    else if( EventName == sLaunchWebSite )
    {
        LaunchWebSite();
    }
    else if( EventName == sPlayMusic )
    {
        STATIC_HASHED_STRING( Music );
        const SimpleString Music = Event.GetString( sMusic );

        m_Music->PlayMusic( ( Music == "" ) ? m_CurrentMusic : Music );
    }
    else if( EventName == sStopMusic )
    {
        m_Music->StopMusic();
    }
    else if( EventName == sGoToLevelImmediate )
    {
        // This should only be called after we've queued a go-to.
        ASSERT( m_GoToLevelOnNextTick );
        if( m_GoToLevelOnNextTick )
        {
            GoToLevel();
        }

        // HACK: Tick world once to pump the event queue. Fixes title screen bugs. (Hack because this assumes we only ever use this when returning to title screen.)
        EldritchFramework* const pFramework = EldritchFramework::GetInstance();
        EldritchWorld* const pWorld = pFramework->GetWorld();
        pWorld->Tick( 0.0f );
    }
}
예제 #7
0
/*virtual*/ void WBCompEldHands::HandleEvent( const WBEvent& Event )
{
	XTRACE_FUNCTION;

	Super::HandleEvent( Event );

	STATIC_HASHED_STRING( OnWorldLoaded );
	STATIC_HASHED_STRING( OnItemEquipped );
	STATIC_HASHED_STRING( OnItemUnequipped );
	STATIC_HASHED_STRING( OnItemsSwapped );
	STATIC_HASHED_STRING( UseRightHand );
	STATIC_HASHED_STRING( UseLeftHand );
	STATIC_HASHED_STRING( ShowHands );
	STATIC_HASHED_STRING( HideHands );
	STATIC_HASHED_STRING( PlayHandAnim );
	STATIC_HASHED_STRING( SetHandMeshes );

	const HashedString EventName = Event.GetEventName();
	if( EventName == sOnWorldLoaded )
	{
		if( GetItemInRightHand() == GetWeapon() )
		{
			WB_MAKE_EVENT( OnWeaponEquipped, GetEntity() );
			WB_SET_AUTO( OnWeaponEquipped, Entity, Weapon, GetWeapon() );
			WB_DISPATCH_EVENT( GetEventManager(), OnWeaponEquipped, GetEntity() );
		}

		RestoreHandAnimations();

		UpdateWeaponHUD();
	}
	else if( EventName == sOnItemEquipped )
	{
		STATIC_HASHED_STRING( Item );
		WBEntity* const pItem = Event.GetEntity( sItem );
		ASSERT( pItem );

		// Hide fists and show ammo when we equip a weapon
		if( pItem == GetWeapon() )
		{
			WB_MAKE_EVENT( Hide, GetEntity() );
			WB_DISPATCH_EVENT( GetEventManager(), Hide, GetFists() );

			WB_MAKE_EVENT( OnWeaponEquipped, GetEntity() );
			WB_SET_AUTO( OnWeaponEquipped, Entity, Weapon, pItem );
			WB_DISPATCH_EVENT( GetEventManager(), OnWeaponEquipped, GetEntity() );

			ShowWeaponHUD();
		}
		
		if( pItem == GetItemInRightHand() ||
			pItem == GetItemInLeftHand() )
		{
			AddAnimationsToHand( pItem );
		}

		if( pItem == GetWeaponAlt() )
		{
			// When traveling to a new world and spawning an item in the alt slot, immediately hide it
			WB_MAKE_EVENT( Hide, GetEntity() );
			WB_DISPATCH_EVENT( GetEventManager(), Hide, GetWeaponAlt() );

			ShowWeaponAltHUD();
		}
	}
	else if( EventName == sOnItemUnequipped )
	{
		// Show fists when we unequip a weapon
		STATIC_HASHED_STRING( Item );
		WBEntity* const pItem = Event.GetEntity( sItem );
		if( pItem == GetWeapon() )
		{
			WB_MAKE_EVENT( Show, GetEntity() );
			WB_DISPATCH_EVENT( GetEventManager(), Show, GetFists() );

			WB_MAKE_EVENT( OnWeaponUnequipped, GetEntity() );
			WB_DISPATCH_EVENT( GetEventManager(), OnWeaponUnequipped, GetEntity() );

			// Revert to the fists animations
			AddAnimationsToHand( GetFists(), EH_Right );

			// HACK: Play the idle animation. I could add an event for "restored equip focus"
			// or whatever and hook this up in data, but eh. That somehow feels worse.
			STATIC_HASHED_STRING( Idle );
			PlayAnimation( GetFists(), sIdle, EH_Right );

			HideWeaponHUD();
		}
	}
	else if( EventName == sOnItemsSwapped )
	{
		// HACK, since the only things we swap (currently) are Weapon/WeaponAlt

		// Hide the alt weapon, show the right hand item
		WB_MAKE_EVENT( Hide, GetEntity() );
		WB_DISPATCH_EVENT( GetEventManager(), Hide, GetWeaponAlt() );

		WB_MAKE_EVENT( Show, GetEntity() );
		WB_DISPATCH_EVENT( GetEventManager(), Show, GetItemInRightHand() );

		AddAnimationsToHand( GetItemInRightHand() );

		STATIC_HASHED_STRING( Idle );
		PlayAnimation( GetItemInRightHand(), sIdle, EH_Right );

		UpdateWeaponHUD();

		WB_MAKE_EVENT( OnWeaponEquipped, GetEntity() );
		WB_SET_AUTO( OnWeaponEquipped, Entity, Weapon, GetItemInRightHand() );
		WB_DISPATCH_EVENT( GetEventManager(), OnWeaponEquipped, GetEntity() );
	}
	else if( EventName == sUseRightHand )
	{
		WBEntity* const pWeapon = GetItemInRightHand();
		if( pWeapon )
		{
			STATIC_HASHED_STRING( InputEdge );
			const int InputEdge = Event.GetInt( sInputEdge );

			{
				WB_MAKE_EVENT( Use, GetEntity() );
				WB_SET_AUTO( Use, Int, InputEdge, InputEdge );
				WB_DISPATCH_EVENT( GetEventManager(), Use, pWeapon );
			}
		}
	}
	else if( EventName == sUseLeftHand )
	{
		WBEntity* const pPower = GetItemInLeftHand();
		if( pPower )
		{
			STATIC_HASHED_STRING( InputEdge );
			const int InputEdge = Event.GetInt( sInputEdge );

			{
				WB_MAKE_EVENT( Use, GetEntity() );
				WB_SET_AUTO( Use, Int, InputEdge, InputEdge );
				WB_DISPATCH_EVENT( GetEventManager(), Use, pPower );
			}
		}
	}
	else if( EventName == sShowHands )
	{
		DecrementHideHandsRefs();
	}
	else if( EventName == sHideHands )
	{
		IncrementHideHandsRefs();
	}
	else if( EventName == sPlayHandAnim )
	{
		STATIC_HASHED_STRING( AnimatingEntity );
		WBEntity* const pAnimatingEntity = Event.GetEntity( sAnimatingEntity );

		STATIC_HASHED_STRING( AnimationName );
		const HashedString AnimationName = Event.GetHash( sAnimationName );

		// Don't play hand anim if we're restoring the alternate weapon
		if( pAnimatingEntity == GetItemInRightHand() || pAnimatingEntity == GetItemInLeftHand() )
		{
			const EHand Hand = GetHandEnum( pAnimatingEntity );
			PlayAnimation( pAnimatingEntity, AnimationName, Hand );
		}
	}
	else if( EventName == sSetHandMeshes )
	{
		STATIC_HASHED_STRING( LeftHandMesh );
		const SimpleString LeftHandMesh = Event.GetString( sLeftHandMesh );

		STATIC_HASHED_STRING( LeftHandTexture );
		const SimpleString LeftHandTexture = Event.GetString( sLeftHandTexture );

		STATIC_HASHED_STRING( RightHandMesh );
		const SimpleString RightHandMesh = Event.GetString( sRightHandMesh );

		STATIC_HASHED_STRING( RightHandTexture );
		const SimpleString RightHandTexture = Event.GetString( sRightHandTexture );

		SetHandMeshes( LeftHandMesh, LeftHandTexture, RightHandMesh, RightHandTexture );
		RestoreHandAnimations();
	}
}