gzdoom/wadsrc/static/zscript/events.txt

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class BaseEvent native { } // just a base class. it doesn't inherit from Object on the scripting side so you can't call Destroy() on it and break everything.
class RenderEvent : BaseEvent native ui
{
native readonly Vector3 ViewPos;
native readonly double ViewAngle;
native readonly double ViewPitch;
native readonly double ViewRoll;
native readonly double FracTic;
native readonly Actor Camera;
}
class WorldEvent : BaseEvent native play
{
// for loaded/unloaded
native readonly bool IsSaveGame;
// this will be true if we are re-entering the hub level.
native readonly bool IsReopen;
// for thingspawned/thingdied/thingdestroyed
native readonly Actor Thing;
// for thingdied. can be null
native readonly Actor Inflictor;
// for thingdamaged.
native readonly int Damage;
native readonly Actor DamageSource;
native readonly Name DamageType;
native readonly EDmgFlags DamageFlags;
native readonly double DamageAngle;
}
class PlayerEvent : BaseEvent native play
{
// this is the player number that caused the event.
// note: you can get player struct from this by using players[e.PlayerNumber]
native readonly int PlayerNumber;
// this will be true if we are re-entering the hub level.
native readonly bool IsReturn;
}
class UiEvent : BaseEvent native ui
{
// d_gui.h
enum EGUIEvent
{
Type_None,
Type_KeyDown,
Type_KeyRepeat,
Type_KeyUp,
Type_Char,
Type_FirstMouseEvent, // ?
Type_MouseMove,
Type_LButtonDown,
Type_LButtonUp,
Type_LButtonClick,
Type_MButtonDown,
Type_MButtonUp,
Type_MButtonClick,
Type_RButtonDown,
Type_RButtonUp,
Type_RButtonClick,
Type_WheelUp,
Type_WheelDown,
Type_WheelRight, // ???
Type_WheelLeft, // ???
Type_BackButtonDown, // ???
Type_BackButtonUp, // ???
Type_FwdButtonDown, // ???
Type_FwdButtonUp, // ???
Type_LastMouseEvent
}
// for KeyDown, KeyRepeat, KeyUp
enum ESpecialGUIKeys
{
Key_PgDn = 1,
Key_PgUp = 2,
Key_Home = 3,
Key_End = 4,
Key_Left = 5,
Key_Right = 6,
Key_Alert = 7, // ASCII bell
Key_Backspace = 8, // ASCII
Key_Tab = 9, // ASCII
Key_LineFeed = 10, // ASCII
Key_Down = 10,
Key_VTab = 11, // ASCII
Key_Up = 11,
Key_FormFeed = 12, // ASCII
Key_Return = 13, // ASCII
Key_F1 = 14,
Key_F2 = 15,
Key_F3 = 16,
Key_F4 = 17,
Key_F5 = 18,
Key_F6 = 19,
Key_F7 = 20,
Key_F8 = 21,
Key_F9 = 22,
Key_F10 = 23,
Key_F11 = 24,
Key_F12 = 25,
Key_Del = 26,
Key_Escape = 27, // ASCII
Key_Free1 = 28,
Key_Free2 = 29,
Key_Back = 30, // browser back key
Key_CEscape = 31 // color escape
}
//
native readonly EGUIEvent Type;
//
native readonly String KeyString;
native readonly int KeyChar;
//
native readonly int MouseX;
native readonly int MouseY;
//
native readonly bool IsShift;
native readonly bool IsCtrl;
native readonly bool IsAlt;
}
class InputEvent : BaseEvent native play
{
enum EGenericEvent
{
Type_None,
Type_KeyDown,
Type_KeyUp,
Type_Mouse,
Type_GUI, // unused, kept for completeness
Type_DeviceChange
}
// ew.
enum EDoomInputKeys
{
Key_Pause = 0xc5, // DIK_PAUSE
Key_RightArrow = 0xcd, // DIK_RIGHT
Key_LeftArrow = 0xcb, // DIK_LEFT
Key_UpArrow = 0xc8, // DIK_UP
Key_DownArrow = 0xd0, // DIK_DOWN
Key_Escape = 0x01, // DIK_ESCAPE
Key_Enter = 0x1c, // DIK_RETURN
Key_Space = 0x39, // DIK_SPACE
Key_Tab = 0x0f, // DIK_TAB
Key_F1 = 0x3b, // DIK_F1
Key_F2 = 0x3c, // DIK_F2
Key_F3 = 0x3d, // DIK_F3
Key_F4 = 0x3e, // DIK_F4
Key_F5 = 0x3f, // DIK_F5
Key_F6 = 0x40, // DIK_F6
Key_F7 = 0x41, // DIK_F7
Key_F8 = 0x42, // DIK_F8
Key_F9 = 0x43, // DIK_F9
Key_F10 = 0x44, // DIK_F10
Key_F11 = 0x57, // DIK_F11
Key_F12 = 0x58, // DIK_F12
Key_Grave = 0x29, // DIK_GRAVE
Key_Backspace = 0x0e, // DIK_BACK
Key_Equals = 0x0d, // DIK_EQUALS
Key_Minus = 0x0c, // DIK_MINUS
Key_LShift = 0x2A, // DIK_LSHIFT
Key_LCtrl = 0x1d, // DIK_LCONTROL
Key_LAlt = 0x38, // DIK_LMENU
Key_RShift = Key_LSHIFT,
Key_RCtrl = Key_LCTRL,
Key_RAlt = Key_LALT,
Key_Ins = 0xd2, // DIK_INSERT
Key_Del = 0xd3, // DIK_DELETE
Key_End = 0xcf, // DIK_END
Key_Home = 0xc7, // DIK_HOME
Key_PgUp = 0xc9, // DIK_PRIOR
Key_PgDn = 0xd1, // DIK_NEXT
Key_Mouse1 = 0x100,
Key_Mouse2 = 0x101,
Key_Mouse3 = 0x102,
Key_Mouse4 = 0x103,
Key_Mouse5 = 0x104,
Key_Mouse6 = 0x105,
Key_Mouse7 = 0x106,
Key_Mouse8 = 0x107,
Key_FirstJoyButton = 0x108,
Key_Joy1 = (Key_FirstJoyButton+0),
Key_Joy2 = (Key_FirstJoyButton+1),
Key_Joy3 = (Key_FirstJoyButton+2),
Key_Joy4 = (Key_FirstJoyButton+3),
Key_Joy5 = (Key_FirstJoyButton+4),
Key_Joy6 = (Key_FirstJoyButton+5),
Key_Joy7 = (Key_FirstJoyButton+6),
Key_Joy8 = (Key_FirstJoyButton+7),
Key_LastJoyButton = 0x187,
Key_JoyPOV1_Up = 0x188,
Key_JoyPOV1_Right = 0x189,
Key_JoyPOV1_Down = 0x18a,
Key_JoyPOV1_Left = 0x18b,
Key_JoyPOV2_Up = 0x18c,
Key_JoyPOV3_Up = 0x190,
Key_JoyPOV4_Up = 0x194,
Key_MWheelUp = 0x198,
Key_MWheelDown = 0x199,
Key_MWheelRight = 0x19A,
Key_MWheelLeft = 0x19B,
Key_JoyAxis1Plus = 0x19C,
Key_JoyAxis1Minus = 0x19D,
Key_JoyAxis2Plus = 0x19E,
Key_JoyAxis2Minus = 0x19F,
Key_JoyAxis3Plus = 0x1A0,
Key_JoyAxis3Minus = 0x1A1,
Key_JoyAxis4Plus = 0x1A2,
Key_JoyAxis4Minus = 0x1A3,
Key_JoyAxis5Plus = 0x1A4,
Key_JoyAxis5Minus = 0x1A5,
Key_JoyAxis6Plus = 0x1A6,
Key_JoyAxis6Minus = 0x1A7,
Key_JoyAxis7Plus = 0x1A8,
Key_JoyAxis7Minus = 0x1A9,
Key_JoyAxis8Plus = 0x1AA,
Key_JoyAxis8Minus = 0x1AB,
Num_JoyAxisButtons = 8,
Key_Pad_LThumb_Right = 0x1AC,
Key_Pad_LThumb_Left = 0x1AD,
Key_Pad_LThumb_Down = 0x1AE,
Key_Pad_LThumb_Up = 0x1AF,
Key_Pad_RThumb_Right = 0x1B0,
Key_Pad_RThumb_Left = 0x1B1,
Key_Pad_RThumb_Down = 0x1B2,
Key_Pad_RThumb_Up = 0x1B3,
Key_Pad_DPad_Up = 0x1B4,
Key_Pad_DPad_Down = 0x1B5,
Key_Pad_DPad_Left = 0x1B6,
Key_Pad_DPad_Right = 0x1B7,
Key_Pad_Start = 0x1B8,
Key_Pad_Back = 0x1B9,
Key_Pad_LThumb = 0x1BA,
Key_Pad_RThumb = 0x1BB,
Key_Pad_LShoulder = 0x1BC,
Key_Pad_RShoulder = 0x1BD,
Key_Pad_LTrigger = 0x1BE,
Key_Pad_RTrigger = 0x1BF,
Key_Pad_A = 0x1C0,
Key_Pad_B = 0x1C1,
Key_Pad_X = 0x1C2,
Key_Pad_Y = 0x1C3,
Num_Keys = 0x1C4
}
//
native readonly EGenericEvent Type;
//
native readonly int KeyScan; // as in EDoomInputKeys enum
native readonly String KeyString;
native readonly int KeyChar; // ASCII char (if any)
//
native readonly int MouseX;
native readonly int MouseY;
}
class ConsoleEvent : BaseEvent native
{
// for net events, this will be the activator.
// for UI events, this is always -1, and you need to check if level is loaded and use players[consoleplayer].
native readonly int Player;
native readonly String Name;
native readonly int Args[3];
}
class StaticEventHandler : Object native play
{
// static event handlers CAN register other static event handlers.
// unlike EventHandler.Create that will not create them.
protected static native StaticEventHandler Create(class<StaticEventHandler> type);
protected static native StaticEventHandler CreateOnce(class<StaticEventHandler> type);
protected static native StaticEventHandler Find(Class<StaticEventHandler> type); // just for convenience. who knows.
protected static native bool Register(StaticEventHandler handler);
protected static native bool Unregister(StaticEventHandler handler);
// these are called when the handler gets registered or unregistered
// you can set Order/IsUiProcessor here.
virtual native void OnRegister();
virtual native void OnUnregister();
// actual handlers are here
virtual native void WorldLoaded(WorldEvent e);
virtual native void WorldUnloaded(WorldEvent e);
virtual native void WorldThingSpawned(WorldEvent e);
virtual native void WorldThingDied(WorldEvent e);
virtual native void WorldThingRevived(WorldEvent e);
virtual native void WorldThingDamaged(WorldEvent e);
virtual native void WorldThingDestroyed(WorldEvent e);
virtual native void WorldLightning(WorldEvent e); // for the sake of completeness.
virtual native void WorldTick(WorldEvent e);
//
virtual native ui void RenderFrame(RenderEvent e);
virtual native ui void RenderOverlay(RenderEvent e);
//
virtual native void PlayerEntered(PlayerEvent e);
virtual native void PlayerRespawned(PlayerEvent e);
virtual native void PlayerDied(PlayerEvent e);
virtual native void PlayerDisconnected(PlayerEvent e);
//
virtual native ui bool UiProcess(UiEvent e);
virtual native bool InputProcess(InputEvent e);
//
virtual native ui void ConsoleProcess(ConsoleEvent e);
virtual native void NetworkProcess(ConsoleEvent e);
// this value will be queried on Register() to decide the relative order of this handler to every other.
// this is most useful in UI systems.
// default is 0.
native readonly int Order;
native void SetOrder(int order);
// this value will be queried on user input to decide whether to send UiProcess to this handler.
native bool IsUiProcessor;
// this value determines whether mouse input is required.
native bool RequireMouse;
}
class EventHandler : StaticEventHandler native
{
static native StaticEventHandler Create(class<StaticEventHandler> type);
static native StaticEventHandler CreateOnce(class<StaticEventHandler> type);
static native StaticEventHandler Find(class<StaticEventHandler> type);
static native bool Register(StaticEventHandler handler);
static native bool Unregister(StaticEventHandler handler);
}