/usr/src/castle-game-engine-4.1.1/x3d/x3devents.inc is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 | {
Copyright 2007-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{$ifdef read_interface}
{ }
TX3DEventReceive = procedure (Event: TX3DEvent; Value: TX3DField;
const Time: TX3DTime) of object;
TX3DEventReceiveList = class(specialize TGenericStructList<TX3DEventReceive>)
public
{ Call all functions. }
procedure ExecuteAll(Event: TX3DEvent; Value: TX3DField;
const Time: TX3DTime);
end;
{ X3D event. }
TX3DEvent = class(TX3DFieldOrEvent)
private
FFieldClass: TX3DFieldClass;
FInEvent: boolean;
FOnReceive: TX3DEventReceiveList;
FParentExposedField: TX3DField;
Temp: TX3DField;
TempUsed: boolean;
SendLevel: Cardinal;
HandlersToRemove: TX3DEventReceiveList;
function CreateTemp: TX3DField;
procedure FreeTemp(const Field: TX3DField);
public
constructor Create(AParentNode: TX3DFileItem;
const AName: string;
const AFieldClass: TX3DFieldClass; const AInEvent: boolean);
destructor Destroy; override;
property FieldClass: TX3DFieldClass read FFieldClass;
{ @abstract(Is it "in" or "out" event ?) }
property InEvent: boolean read FInEvent;
{ This only reads (optional) "IS" clause of the event, as may occur
in VRML nodeBodyStatement. }
procedure Parse(Lexer: TX3DLexer);
procedure SaveToStream(Writer: TX3DWriter); override;
function SaveToXml: TSaveToXmlMethod; override;
{ If this event is an exposed event belonging to some field,
this references parent field. Otherwise it's @nil. }
property ParentExposedField: TX3DField
read FParentExposedField write FParentExposedField;
{ Send a value to event. For input fields, this is used by routes, scripts
etc. to send an event to a field. For output fields, this is used by
node itself to send event to routes, scripts etc.
Field must be non-nil, of class FieldClass.
The Field instance doesn't become owned in any way by the TX3DEvent.
That is, it's the caller responsibility to free the Field instance
at any comfortable time, possibly right after calling Send.
Overloaded versions without explicit Time parameter just take time
from ParentNode.Scene.GetTime. If ParentNode is @nil
(which should not happen with normal fields within nodes)
or if ParentNode.Scene is @nil (which may happen only if events
processing is not turned on, that is TCastleSceneCore.ProcessEvents is @false)
then event is not send. }
procedure Send(Field: TX3DField; const Time: TX3DTime);
procedure Send(Field: TX3DField);
{ Send a value to event.
See the @link(Send Send(TX3DField, TX3DTime)) method.
These shortcuts just create temporary appropriate TX3DField instance,
and call Send(TX3DField) method.
The temporary field instance has Name initialized from this event Name,
to ease debugging (you can see e.g. by Logger node the originating
event name then).
We have separate names for single-value and multiple-value fields
(Send and SendArray), otherwise overloads could get confused
(as vector is also just an array of floats, and matrix is just an
array of vectors).
@groupBegin }
procedure Send(const Value: LongInt; const Time: TX3DTime);
procedure Send(const Value: boolean; const Time: TX3DTime);
procedure Send(const Value: string; const Time: TX3DTime);
procedure Send(const Value: TVector2Single; const Time: TX3DTime);
procedure Send(const Value: TVector3Single; const Time: TX3DTime);
procedure Send(const Value: TVector4Single; const Time: TX3DTime);
procedure Send(const Value: Single; const Time: TX3DTime);
procedure Send(const Value: Double; const Time: TX3DTime);
procedure Send(const Value: TMatrix3Single; const Time: TX3DTime);
procedure Send(const Value: TMatrix4Single; const Time: TX3DTime);
procedure Send(const Value: TMatrix3Double; const Time: TX3DTime);
procedure Send(const Value: TMatrix4Double; const Time: TX3DTime);
procedure SendArray(const Value: array of string; const Time: TX3DTime);
procedure SendArray(const Value: array of TVector2Single; const Time: TX3DTime);
procedure SendArray(const Value: array of TVector3Single; const Time: TX3DTime);
procedure SendArray(const Value: array of TVector4Single; const Time: TX3DTime);
procedure Send(const Value: LongInt);
procedure Send(const Value: boolean);
procedure Send(const Value: string);
procedure Send(const Value: TVector2Single);
procedure Send(const Value: TVector3Single);
procedure Send(const Value: TVector4Single);
procedure Send(const Value: Single);
procedure Send(const Value: Double);
procedure Send(const Value: TMatrix3Single);
procedure Send(const Value: TMatrix4Single);
procedure Send(const Value: TMatrix3Double);
procedure Send(const Value: TMatrix4Double);
procedure SendArray(const Value: array of string);
procedure SendArray(const Value: array of TVector2Single);
procedure SendArray(const Value: array of TVector3Single);
procedure SendArray(const Value: array of TVector4Single);
{ @groupEnd }
{ Notifications about receiving an item. For input fields,
these are used by node itself to listen to events send to it.
For output fields, these are used by routes, scripts to listen
to events occuring.
All callbacks here are simply called by @link(Send) method. }
property OnReceive: TX3DEventReceiveList read FOnReceive;
{ Safely remove a callback from OnReceive list.
Contrary to direct @code(OnReceive.Remove) call, this works correctly
even if we're right now in the middle of this event's processing.
In the latter case, the handler will be actually removed with some delay
(when it's safe). }
procedure RemoveHandler(Handler: TX3DEventReceive);
{ @abstract(Is anything actually listening on this events @link(Send)?)
Sometimes, even preparing a value to Send is quite time-consuming
(example: CoordinateInterpolator, where a long MFVec3f value
has to be computer). Then checking SendNeeded is useful:
if SendNeeded = @false, you know that there's no point in preparing
Value to send, because actually Send will do nothing.
For example, event out to which no ROUTE is connected, and no Script
can listen to it.
For now, this simply returns whether any OnReceive callback is registered. }
function SendNeeded: boolean;
{ Assign from another event.
Note that FieldClass, InEvent is copied.
OnReceive, ParentExposedField are not copied, since they shouldn't
be copied so easily (ParentExposedField is related to hierarchy
of containers, and OnReceive requires some knowledge of the caller
when his callback is copied). }
procedure Assign(Source: TPersistent); override;
end;
TX3DEventList = class(specialize TFPGObjectList<TX3DEvent>)
private
function GetByName(const AName: string): TX3DEvent;
public
{ Access event by name.
Raises EX3DNotFound if the given Name doesn't exist. }
property ByName[const AName: string]: TX3DEvent read GetByName;
{ Find event index on the list. -1 if not found. }
function IndexOf(const Name: string): Integer;
end;
{$endif read_interface}
{$ifdef read_implementation}
{ TX3DEventReceiveList -------------------------------------------------- }
procedure TX3DEventReceiveList.ExecuteAll(
Event: TX3DEvent; Value: TX3DField; const Time: TX3DTime);
var
I: Integer;
begin
for I := 0 to Count - 1 do
L[I](Event, Value, Time);
end;
{ TX3DEvent ----------------------------------------------------------------- }
constructor TX3DEvent.Create(AParentNode: TX3DFileItem;
const AName: string; const AFieldClass: TX3DFieldClass;
const AInEvent: boolean);
begin
inherited Create(AParentNode, AName);
FFieldClass := AFieldClass;
FInEvent := AInEvent;
FOnReceive := TX3DEventReceiveList.Create;
end;
destructor TX3DEvent.Destroy;
begin
FreeAndNil(Temp);
FreeAndNil(HandlersToRemove);
FreeAndNil(FOnReceive);
inherited;
end;
procedure TX3DEvent.Parse(Lexer: TX3DLexer);
begin
ParseIsClause(Lexer);
end;
procedure TX3DEvent.SaveToStream(Writer: TX3DWriter);
begin
{ saves nothing. IS clauses are saved separately by SaveToStreamIsClauses }
end;
function TX3DEvent.SaveToXml: TSaveToXmlMethod;
begin
Result := sxNone;
end;
procedure TX3DEvent.Send(Field: TX3DField; const Time: TX3DTime);
procedure RemoveHandlers;
var
I: Integer;
begin
for I := 0 to HandlersToRemove.Count - 1 do
OnReceive.Remove(HandlersToRemove.L[I]);
HandlersToRemove.Count := 0;
end;
begin
Assert(Field <> nil);
Assert(Field is FieldClass);
Inc(SendLevel);
try
FOnReceive.ExecuteAll(Self, Field, Time);
finally
Dec(SendLevel);
if (HandlersToRemove <> nil) and
(HandlersToRemove.Count <> 0) and
(SendLevel = 0) then
RemoveHandlers;
end;
end;
procedure TX3DEvent.Send(const Value: LongInt; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TSFLong).Value := Value; // handles also SFInt32
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: boolean; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TSFBool).Value := Value;
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: string; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TSFString).Value := Value;
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: TVector2Single; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TSFVec2f).Value := Value;
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: TVector3Single; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TSFVec3f).Value := Value; // handles also SFColor
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: TVector4Single; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
if FieldClass = TSFRotation then
(Field as TSFRotation).Value := Value else
(Field as TSFVec4f).Value := Value; // handles also SFColorRGBA
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: Single; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
if FieldClass = TSFTime then
(Field as TSFTime).Value := Value else // convert Single to SFTime (Double)
if FieldClass = TSFDouble then
(Field as TSFDouble).Value := Value else // convert Single to Double
(Field as TSFFloat).Value := Value;
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: Double; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
if FieldClass = TSFFloat then
(Field as TSFFloat).Value := Value else // convert Double to Single
(Field as TSFDouble).Value := Value; // handles also SFTime
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: TMatrix3Single; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TSFMatrix3f).Value := Value;
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: TMatrix4Single; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TSFMatrix4f).Value := Value;
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: TMatrix3Double; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TSFMatrix3d).Value := Value;
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(const Value: TMatrix4Double; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TSFMatrix4d).Value := Value;
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.SendArray(const Value: array of string; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TMFString).Items.AssignArray(Value);
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.SendArray(const Value: array of TVector2Single; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TMFVec2f).Items.AssignArray(Value);
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.SendArray(const Value: array of TVector3Single; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
(Field as TMFVec3f).Items.AssignArray(Value); // handles also MFColor
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.SendArray(const Value: array of TVector4Single; const Time: TX3DTime);
var
Field: TX3DField;
begin
Field := CreateTemp;
if FieldClass = TMFRotation then
(Field as TMFRotation).Items.AssignArray(Value) else
(Field as TMFVec4f).Items.AssignArray(Value); // handles also MFColorRGBA
try
Send(Field, Time);
finally FreeTemp(Field) end;
end;
procedure TX3DEvent.Send(Field: TX3DField);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Field, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: LongInt);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: boolean);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: string);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: TVector2Single);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: TVector3Single);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: TVector4Single);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: Single);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: Double);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: TMatrix3Single);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: TMatrix4Single);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: TMatrix3Double);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.Send(const Value: TMatrix4Double);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
Send(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.SendArray(const Value: array of string);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
SendArray(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.SendArray(const Value: array of TVector2Single);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
SendArray(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.SendArray(const Value: array of TVector3Single);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
SendArray(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
procedure TX3DEvent.SendArray(const Value: array of TVector4Single);
begin
if (ParentNode <> nil) and
(TX3DNode(ParentNode).Scene <> nil) then
SendArray(Value, TX3DNode(ParentNode).Scene.GetTime);
end;
function TX3DEvent.SendNeeded: boolean;
begin
Result := OnReceive.Count <> 0;
end;
procedure TX3DEvent.Assign(Source: TPersistent);
begin
if Source is TX3DEvent then
begin
FieldOrEventAssignCommon(TX3DEvent(Source));
FFieldClass := TX3DEvent(Source).FieldClass;
FInEvent := TX3DEvent(Source).InEvent;
end;
end;
function TX3DEvent.CreateTemp: TX3DField;
begin
if not TempUsed then
begin
if Temp = nil then
Temp := FieldClass.CreateUndefined(ParentNode, Name, false);
Result := Temp;
TempUsed := true;
end else
Result := FieldClass.CreateUndefined(ParentNode, Name, false);
end;
procedure TX3DEvent.FreeTemp(const Field: TX3DField);
begin
if Field = Temp then
TempUsed := false else
Field.Free;
end;
procedure TX3DEvent.RemoveHandler(Handler: TX3DEventReceive);
begin
if SendLevel = 0 then
OnReceive.Remove(Handler) else
begin
if HandlersToRemove = nil then
HandlersToRemove := TX3DEventReceiveList.Create;
HandlersToRemove.Add(Handler);
end;
end;
{ TX3DEventList ------------------------------------------------------------ }
function TX3DEventList.IndexOf(const Name: string): Integer;
begin
for Result := 0 to Count - 1 do
if Items[Result].IsName(Name) then Exit;
Result := -1;
end;
function TX3DEventList.GetByName(const AName: string): TX3DEvent;
var
I: integer;
begin
I := IndexOf(AName);
if I <> -1 then
Result := Items[I] else
raise EX3DNotFound.CreateFmt('Event name "%s" not found', [AName]);
end;
{$endif read_implementation}
|