Assigned barrier sides to Event structures, added clearscope to ConsoleProcess because it handles both sides

This commit is contained in:
ZZYZX 2017-03-03 23:17:21 +02:00
parent f4a546aee6
commit 43d3e3e5c3

View file

@ -1,6 +1,6 @@
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
class RenderEvent : BaseEvent native ui
{
native readonly Vector3 ViewPos;
native readonly double ViewAngle;
@ -10,7 +10,7 @@ class RenderEvent : BaseEvent native
native readonly Actor Camera;
}
class WorldEvent : BaseEvent native
class WorldEvent : BaseEvent native play
{
// for loaded/unloaded
native readonly bool IsSaveGame;
@ -28,7 +28,7 @@ class WorldEvent : BaseEvent native
native readonly double DamageAngle;
}
class PlayerEvent : BaseEvent native
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]
@ -37,7 +37,7 @@ class PlayerEvent : BaseEvent native
native readonly bool IsReturn;
}
class UiEvent : BaseEvent native
class UiEvent : BaseEvent native ui
{
// d_gui.h
enum EGUIEvent
@ -121,7 +121,7 @@ class UiEvent : BaseEvent native
native readonly bool IsAlt;
}
class InputEvent : BaseEvent native
class InputEvent : BaseEvent native play
{
enum EGenericEvent
{
@ -321,7 +321,7 @@ class StaticEventHandler : Object native play
virtual native bool InputProcess(InputEvent e);
//
virtual native void ConsoleProcess(ConsoleEvent e);
virtual native clearscope void ConsoleProcess(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.