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