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+/**
+ * vim: set ts=4 sw=4 tw=99 noet :
+ * =============================================================================
+ * SourceMod (C)2004-2014 AlliedModders LLC. All rights reserved.
+ * =============================================================================
+ *
+ * This file is part of the SourceMod/SourcePawn SDK.
+ *
+ * This program is free software; you can redistribute it and/or modify it under
+ * the terms of the GNU General Public License, version 3.0, as published by the
+ * Free Software Foundation.
+ *
+ * This program 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. See the GNU General Public License for more
+ * details.
+ *
+ * You should have received a copy of the GNU General Public License along with
+ * this program. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * As a special exception, AlliedModders LLC gives you permission to link the
+ * code of this program (as well as its derivative works) to "Half-Life 2," the
+ * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
+ * by the Valve Corporation. You must obey the GNU General Public License in
+ * all respects for all other code used. Additionally, AlliedModders LLC grants
+ * this exception to all derivative works. AlliedModders LLC defines further
+ * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
+ * or <http://www.sourcemod.net/license.php>.
+ *
+ * Version: $Id$
+ */
+
+#if defined _events_included
+ #endinput
+#endif
+#define _events_included
+
+/**
+ * Event hook modes determining how hooking should be handled
+ */
+enum EventHookMode
+{
+ EventHookMode_Pre, //< Hook callback fired before event is fired */
+ EventHookMode_Post, //< Hook callback fired after event is fired */
+ EventHookMode_PostNoCopy //< Hook callback fired after event is fired, but event data won't be copied */
+};
+
+/**
+ * Hook function types for events.
+ */
+typeset EventHook
+{
+ // Called when a game event is fired.
+ //
+ // @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
+ // this event has set the hook mode EventHookMode_PostNoCopy.
+ // @param name String containing the name of the event.
+ // @param dontBroadcast True if event was not broadcast to clients, false otherwise.
+ // May not correspond to the real value. Use the property BroadcastDisabled.
+ // @return Ignored for post hooks. Plugin_Handled will block event if hooked as pre.
+ ///
+ function Action (Event event, const char[] name, bool dontBroadcast);
+
+ //
+ // Called when a game event is fired.
+ //
+ // @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
+ // this event has set the hook mode EventHookMode_PostNoCopy.
+ // @param name String containing the name of the event.
+ // @param dontBroadcast True if event was not broadcast to clients, false otherwise.
+ ///
+ function void (Event event, const char[] name, bool dontBroadcast);
+};
+
+methodmap Event < Handle
+{
+ // Fires a game event.
+ //
+ // This function closes the event Handle after completing.
+ //
+ // @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
+ public native void Fire(bool dontBroadcast=false);
+
+ // Fires a game event to only the specified client.
+ //
+ // Unlike Fire, this function DOES NOT close the event Handle.
+ //
+ // @param client Index of client to receive the event..
+ public native void FireToClient(int client);
+
+ // Cancels a previously created game event that has not been fired. This
+ // is necessary to avoid leaking memory when an event isn't fired.
+ public native void Cancel();
+
+ // Returns the boolean value of a game event's key.
+ //
+ // @param key Name of event key.
+ // @param defValue Optional default value to use if the key is not found.
+ // @return The boolean value of the specified event key.
+ public native bool GetBool(const char[] key, bool defValue=false);
+
+ // Sets the boolean value of a game event's key.
+ //
+ // @param key Name of event key.
+ // @param value New boolean value.
+ public native void SetBool(const char[] key, bool value);
+
+ // Returns the integer value of a game event's key.
+ //
+ // @param key Name of event key.
+ // @param defValue Optional default value to use if the key is not found.
+ // @return The integer value of the specified event key.
+ public native int GetInt(const char[] key, int defValue=0);
+
+ // Sets the integer value of a game event's key.
+ //
+ // Integer value refers to anything that can be reduced to an integer.
+ // The various size specifiers, such as "byte" and "short" are still
+ // integers, and only refer to how much data will actually be sent
+ // over the network (if applicable).
+ //
+ // @param key Name of event key.
+ // @param value New integer value.
+ public native void SetInt(const char[] key, int value);
+
+ // Returns the floating point value of a game event's key.
+ //
+ // @param key Name of event key.
+ // @param defValue Optional default value to use if the key is not found.
+ // @return The floating point value of the specified event key.
+ public native float GetFloat(const char[] key, float defValue=0.0);
+
+ // Sets the floating point value of a game event's key.
+ //
+ // @param key Name of event key.
+ // @param value New floating point value.
+ public native void SetFloat(const char[] key, float value);
+
+ // Retrieves the string value of a game event's key.
+ //
+ // @param key Name of event key.
+ // @param value Buffer to store the value of the specified event key.
+ // @param maxlength Maximum length of string buffer.
+ // @param defValue Optional default value to use if the key is not found.
+ public native void GetString(const char[] key, char[] value, int maxlength, const char[] defvalue="");
+
+ // Sets the string value of a game event's key.
+ //
+ // @param key Name of event key.
+ // @param value New string value.
+ public native void SetString(const char[] key, const char[] value);
+
+ // Retrieves the name of a game event.
+ //
+ // @param name Buffer to store the name of the event.
+ // @param maxlength Maximum length of string buffer.
+ public native void GetName(char[] name, int maxlength);
+
+ // Sets whether an event's broadcasting will be disabled or not.
+ //
+ // This has no effect on events Handles that are not from HookEvent
+ // or HookEventEx callbacks.
+ property bool BroadcastDisabled {
+ public native set(bool dontBroadcast);
+ public native get();
+ }
+}
+
+/**
+ * Creates a hook for when a game event is fired.
+ *
+ * @param name Name of event.
+ * @param callback An EventHook function pointer.
+ * @param mode Optional EventHookMode determining the type of hook.
+ * @error Invalid event name or invalid callback function.
+ */
+native void HookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
+
+/**
+ * Creates a hook for when a game event is fired.
+ *
+ * @param name Name of event.
+ * @param callback An EventHook function pointer.
+ * @param mode Optional EventHookMode determining the type of hook.
+ * @return True if event exists and was hooked successfully, false otherwise.
+ * @error Invalid callback function.
+ */
+native bool HookEventEx(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
+
+/**
+ * Removes a hook for when a game event is fired.
+ *
+ * @param name Name of event.
+ * @param callback An EventHook function pointer.
+ * @param mode Optional EventHookMode determining the type of hook.
+ * @error Invalid callback function or no active hook for specified event.
+ */
+native void UnhookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
+
+/**
+ * Creates a game event to be fired later.
+ *
+ * The Handle should not be closed via CloseHandle(). It must be closed via
+ * event.Fire() or event.Cancel().
+ *
+ * @param name Name of event.
+ * @param force If set to true, this forces the event to be created even if it's not being hooked.
+ * Note that this will not force it if the event doesn't exist at all.
+ * @return Handle to event. INVALID_HANDLE is returned if the event doesn't exist or isn't
+ * being hooked (unless force is true).
+ */
+native Event CreateEvent(const char[] name, bool force=false);
+
+/**
+ * Fires a game event.
+ *
+ * This function closes the event Handle after completing.
+ *
+ * @param event Handle to the event.
+ * @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
+ * @error Invalid or corrupt Handle.
+ */
+native void FireEvent(Handle event, bool dontBroadcast=false);
+
+/**
+ * Cancels a previously created game event that has not been fired.
+ *
+ * @param event Handled to the event.
+ * @error Invalid or corrupt Handle.
+ */
+native void CancelCreatedEvent(Handle event);
+
+/**
+ * Returns the boolean value of a game event's key.
+ *
+ * @param event Handle to the event.
+ * @param key Name of event key.
+ * @param defValue Optional default value to use if the key is not found.
+ * @return The boolean value of the specified event key.
+ * @error Invalid or corrupt Handle.
+ */
+native bool GetEventBool(Handle event, const char[] key, bool defValue=false);
+
+/**
+ * Sets the boolean value of a game event's key.
+ *
+ * @param event Handle to the event.
+ * @param key Name of event key.
+ * @param value New boolean value.
+ * @error Invalid or corrupt Handle.
+ */
+native void SetEventBool(Handle event, const char[] key, bool value);
+
+/**
+ * Returns the integer value of a game event's key.
+ *
+ * @param event Handle to the event.
+ * @param key Name of event key.
+ * @param defValue Optional default value to use if the key is not found.
+ * @return The integer value of the specified event key.
+ * @error Invalid or corrupt Handle.
+ */
+native int GetEventInt(Handle event, const char[] key, int defValue=0);
+
+/**
+ * Sets the integer value of a game event's key.
+ *
+ * Integer value refers to anything that can be reduced to an integer.
+ * The various size specifiers, such as "byte" and "short" are still
+ * integers, and only refer to how much data will actually be sent
+ * over the network (if applicable).
+ *
+ * @param event Handle to the event.
+ * @param key Name of event key.
+ * @param value New integer value.
+ * @error Invalid or corrupt Handle.
+ */
+native void SetEventInt(Handle event, const char[] key, int value);
+
+/**
+ * Returns the floating point value of a game event's key.
+ *
+ * @param event Handle to the event.
+ * @param key Name of event key.
+ * @param defValue Optional default value to use if the key is not found.
+ * @return The floating point value of the specified event key.
+ * @error Invalid or corrupt Handle.
+ */
+native float GetEventFloat(Handle event, const char[] key, float defValue=0.0);
+
+/**
+ * Sets the floating point value of a game event's key.
+ *
+ * @param event Handle to the event.
+ * @param key Name of event key.
+ * @param value New floating point value.
+ * @error Invalid or corrupt Handle.
+ */
+native void SetEventFloat(Handle event, const char[] key, float value);
+
+/**
+ * Retrieves the string value of a game event's key.
+ *
+ * @param event Handle to the event.
+ * @param key Name of event key.
+ * @param value Buffer to store the value of the specified event key.
+ * @param maxlength Maximum length of string buffer.
+ * @param defValue Optional default value to use if the key is not found.
+ * @error Invalid or corrupt Handle.
+ */
+native void GetEventString(Handle event, const char[] key, char[] value, int maxlength, const char[] defvalue="");
+
+/**
+ * Sets the string value of a game event's key.
+ *
+ * @param event Handle to the event.
+ * @param key Name of event key.
+ * @param value New string value.
+ * @error Invalid or corrupt Handle.
+ */
+native void SetEventString(Handle event, const char[] key, const char[] value);
+
+/**
+ * Retrieves the name of a game event.
+ *
+ * @param event Handle to the event.
+ * @param name Buffer to store the name of the event.
+ * @param maxlength Maximum length of string buffer.
+ * @error Invalid or corrupt Handle.
+ */
+native void GetEventName(Handle event, char[] name, int maxlength);
+
+/**
+ * Sets whether an event's broadcasting will be disabled or not.
+ *
+ * This has no effect on events Handles that are not from HookEvent
+ * or HookEventEx callbacks.
+ *
+ * @param event Handle to an event from an event hook.
+ * @param dontBroadcast True to disable broadcasting, false otherwise.
+ * @error Invalid Handle.
+ */
+native void SetEventBroadcast(Handle event, bool dontBroadcast);