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https://github.com/OpenMW/openmw.git
synced 2025-02-28 16:09:43 +00:00
Allow Lua scripts to handle input actions when UI is opened. Also fixes #6456.
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parent
7549496162
commit
db72380ba9
8 changed files with 35 additions and 22 deletions
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@ -296,7 +296,7 @@ bool OMW::Engine::frame(float frametime)
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// Should be called after input manager update and before any change to the game world.
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// It applies to the game world queued changes from the previous frame.
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mLuaManager->synchronizedUpdate(mEnvironment.getWindowManager()->isGuiMode(), frametime);
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mLuaManager->synchronizedUpdate();
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// update game state
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{
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@ -873,10 +873,8 @@ public:
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mThread = std::thread([this]{ threadBody(); });
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};
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void allowUpdate(double dt)
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void allowUpdate()
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{
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mDt = dt;
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mIsGuiMode = mEngine->mEnvironment.getWindowManager()->isGuiMode();
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if (!mThread)
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return;
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{
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@ -918,7 +916,7 @@ private:
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const unsigned int frameNumber = viewer->getFrameStamp()->getFrameNumber();
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ScopedProfile<UserStatsType::Lua> profile(frameStart, frameNumber, *osg::Timer::instance(), *viewer->getViewerStats());
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mEngine->mLuaManager->update(mIsGuiMode, mDt);
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mEngine->mLuaManager->update();
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}
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void threadBody()
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@ -943,8 +941,6 @@ private:
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std::condition_variable mCV;
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bool mUpdateRequest = false;
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bool mJoinRequest = false;
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double mDt = 0;
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bool mIsGuiMode = false;
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std::optional<std::thread> mThread;
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};
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@ -1057,7 +1053,7 @@ void OMW::Engine::go()
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mEnvironment.getWorld()->updateWindowManager();
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luaWorker.allowUpdate(dt); // if there is a separate Lua thread, it starts the update now
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luaWorker.allowUpdate(); // if there is a separate Lua thread, it starts the update now
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mViewer->renderingTraversals();
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@ -25,7 +25,7 @@ namespace MWLua
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{
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auto* lua = context.mLua;
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sol::table api(lua->sol(), sol::create);
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api["API_REVISION"] = 10;
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api["API_REVISION"] = 11;
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api["quit"] = [lua]()
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{
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Log(Debug::Warning) << "Quit requested by a Lua script.\n" << lua->debugTraceback();
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@ -37,6 +37,7 @@ namespace MWLua
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};
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api["getGameTimeInSeconds"] = [world=context.mWorldView]() { return world->getGameTimeInSeconds(); };
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api["getGameTimeInHours"] = [world=context.mWorldView]() { return world->getGameTimeInHours(); };
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api["isWorldPaused"] = [world=context.mWorldView]() { return world->isPaused(); };
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api["OBJECT_TYPE"] = definitionList(*lua,
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{
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"Activator", "Armor", "Book", "Clothing", "Creature", "Door", "Ingredient",
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@ -78,11 +78,12 @@ namespace MWLua
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mInitialized = true;
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}
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void LuaManager::update(bool paused, float dt)
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void LuaManager::update()
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{
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if (mPlayer.isEmpty())
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return; // The game is not started yet.
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float frameDuration = MWBase::Environment::get().getFrameDuration();
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ObjectRegistry* objectRegistry = mWorldView.getObjectRegistry();
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MWWorld::Ptr newPlayerPtr = MWBase::Environment::get().getWorld()->getPlayerPtr();
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@ -101,9 +102,9 @@ namespace MWLua
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mGlobalEvents = std::vector<GlobalEvent>();
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mLocalEvents = std::vector<LocalEvent>();
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if (!paused)
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if (!mWorldView.isPaused())
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{ // Update time and process timers
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double seconds = mWorldView.getGameTimeInSeconds() + dt;
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double seconds = mWorldView.getGameTimeInSeconds() + frameDuration;
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mWorldView.setGameTimeInSeconds(seconds);
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double hours = mWorldView.getGameTimeInHours();
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@ -146,10 +147,10 @@ namespace MWLua
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}
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mLocalEngineEvents.clear();
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if (!paused)
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if (!mWorldView.isPaused())
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{
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for (LocalScripts* scripts : mActiveLocalScripts)
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scripts->update(dt);
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scripts->update(frameDuration);
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}
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// Engine handlers in global scripts
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@ -168,24 +169,25 @@ namespace MWLua
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mGlobalScripts.actorActive(GObject(id, objectRegistry));
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mActorAddedEvents.clear();
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if (!paused)
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mGlobalScripts.update(dt);
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if (!mWorldView.isPaused())
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mGlobalScripts.update(frameDuration);
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}
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void LuaManager::synchronizedUpdate(bool paused, float dt)
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void LuaManager::synchronizedUpdate()
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{
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if (mPlayer.isEmpty())
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return; // The game is not started yet.
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// We apply input events in `synchronizedUpdate` rather than in `update` in order to reduce input latency.
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PlayerScripts* playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
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if (playerScripts && !paused)
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if (playerScripts && !MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_MainMenu))
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{
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for (const auto& event : mInputEvents)
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playerScripts->processInputEvent(event);
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playerScripts->inputUpdate(dt);
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}
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mInputEvents.clear();
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if (playerScripts && !mWorldView.isPaused())
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playerScripts->inputUpdate(MWBase::Environment::get().getFrameDuration());
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MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager();
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for (const std::string& message : mUIMessages)
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@ -29,10 +29,10 @@ namespace MWLua
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// Called by engine.cpp every frame. For performance reasons it works in a separate
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// thread (in parallel with osg Cull). Can not use scene graph.
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void update(bool paused, float dt);
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void update();
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// Called by engine.cpp from the main thread. Can use scene graph.
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void synchronizedUpdate(bool paused, float dt);
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void synchronizedUpdate();
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// Available everywhere through the MWBase::LuaManager interface.
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// LuaManager queues these events and propagates to scripts on the next `update` call.
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@ -4,6 +4,8 @@
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/loadcell.hpp>
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#include "../mwbase/windowmanager.hpp"
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#include "../mwclass/container.hpp"
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#include "../mwworld/class.hpp"
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@ -20,6 +22,7 @@ namespace MWLua
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mContainersInScene.updateList();
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mDoorsInScene.updateList();
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mItemsInScene.updateList();
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mPaused = MWBase::Environment::get().getWindowManager()->isGuiMode();
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}
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void WorldView::clear()
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@ -19,6 +19,9 @@ namespace MWLua
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void update(); // Should be called every frame.
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void clear(); // Should be called every time before starting or loading a new game.
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// Whether the world is paused (i.e. game time is not changing and actors don't move).
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bool isPaused() const { return mPaused; }
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// Returns the number of seconds passed from the beginning of the game.
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double getGameTimeInSeconds() const { return mGameSeconds; }
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void setGameTimeInSeconds(double t) { mGameSeconds = t; }
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@ -74,6 +77,7 @@ namespace MWLua
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ObjectGroup mItemsInScene;
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double mGameSeconds = 0;
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bool mPaused = false;
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};
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}
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@ -1,4 +1,5 @@
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local camera = require('openmw.camera')
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local core = require('openmw.core')
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local input = require('openmw.input')
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local settings = require('openmw.settings')
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local util = require('openmw.util')
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@ -225,6 +226,7 @@ return {
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onUpdate = onUpdate,
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onInputUpdate = onInputUpdate,
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onInputAction = function(action)
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if core.isWorldPaused() then return end
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if action == input.ACTION.ZoomIn then
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zoom(10)
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elseif action == input.ACTION.ZoomOut then
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@ -22,7 +22,7 @@
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-------------------------------------------------------------------------------
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-- Game time in seconds.
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-- The number of seconds in the game world, passed from starting a new game.
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-- The number of seconds passed in the game world since starting a new game.
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-- @function [parent=#core] getGameTimeInSeconds
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-- @return #number
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@ -32,6 +32,11 @@
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-- @function [parent=#core] getGameTimeInHours
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-- @return #number
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-------------------------------------------------------------------------------
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-- Whether the world is paused (onUpdate doesn't work when the world is paused).
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-- @function [parent=#core] isWorldPaused
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-- @return #boolean
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-------------------------------------------------------------------------------
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-- @type OBJECT_TYPE
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