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Diffstat (limited to 'sourcemod/scripting/include/events.inc')
| -rw-r--r-- | sourcemod/scripting/include/events.inc | 343 |
1 files changed, 343 insertions, 0 deletions
diff --git a/sourcemod/scripting/include/events.inc b/sourcemod/scripting/include/events.inc new file mode 100644 index 0000000..6bba666 --- /dev/null +++ b/sourcemod/scripting/include/events.inc @@ -0,0 +1,343 @@ +/** + * 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); |
