mirror of
https://github.com/ZDoom/qzdoom.git
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151 lines
5.3 KiB
Text
151 lines
5.3 KiB
Text
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struct RenderEvent native ui version("2.4")
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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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struct WorldEvent native play version("2.4")
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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 unloaded, name of next map (if any)
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native readonly String NextMap;
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// for thingspawned/thingdied/thingdestroyed/thingground
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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, line/sector damaged
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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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// for line(pre)activated
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native readonly Line ActivatedLine;
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native readonly int ActivationType;
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native bool ShouldActivate;
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// for line/sector damaged
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native readonly SectorPart DamageSectorPart;
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native readonly Line DamageLine;
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native readonly Sector DamageSector;
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native readonly int DamageLineSide;
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native readonly vector3 DamagePosition;
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native readonly bool DamageIsRadius;
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native int NewDamage;
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native readonly State CrushedState;
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}
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struct PlayerEvent native play version("2.4")
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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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struct ConsoleEvent native version("2.4")
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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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// this is the name and args as specified in SendNetworkEvent or event/netevent CCMDs
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native readonly String Name;
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native readonly int Args[3];
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// this will be true if the event is fired from the console by event/netevent CCMD
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native readonly bool IsManual;
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}
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struct ReplaceEvent native version("2.4")
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{
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native readonly Class<Actor> Replacee;
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native Class<Actor> Replacement;
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native bool IsFinal;
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}
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struct ReplacedEvent native version("3.7")
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{
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native Class<Actor> Replacee;
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native readonly Class<Actor> Replacement;
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native bool IsFinal;
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}
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class StaticEventHandler : Object native play version("2.4")
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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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clearscope static native StaticEventHandler Find(Class<StaticEventHandler> type); // just for convenience. who knows.
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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 void OnRegister() {}
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virtual void OnUnregister() {}
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// actual handlers are here
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virtual void WorldLoaded(WorldEvent e) {}
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virtual void WorldUnloaded(WorldEvent e) {}
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virtual void WorldThingSpawned(WorldEvent e) {}
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virtual void WorldThingDied(WorldEvent e) {}
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virtual void WorldThingGround(WorldEvent e) {}
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virtual void WorldThingRevived(WorldEvent e) {}
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virtual void WorldThingDamaged(WorldEvent e) {}
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virtual void WorldThingDestroyed(WorldEvent e) {}
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virtual void WorldLinePreActivated(WorldEvent e) {}
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virtual void WorldLineActivated(WorldEvent e) {}
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virtual void WorldSectorDamaged(WorldEvent e) {}
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virtual void WorldLineDamaged(WorldEvent e) {}
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virtual void WorldLightning(WorldEvent e) {} // for the sake of completeness.
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virtual void WorldTick() {}
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//
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//virtual ui void RenderFrame(RenderEvent e) {}
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virtual ui void RenderOverlay(RenderEvent e) {}
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virtual ui void RenderUnderlay(RenderEvent e) {}
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//
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virtual void PlayerEntered(PlayerEvent e) {}
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virtual void PlayerSpawned(PlayerEvent e) {}
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virtual void PlayerRespawned(PlayerEvent e) {}
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virtual void PlayerDied(PlayerEvent e) {}
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virtual void PlayerDisconnected(PlayerEvent e) {}
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//
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virtual ui bool UiProcess(UiEvent e) { return false; }
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virtual ui bool InputProcess(InputEvent e) { return false; }
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virtual ui void UiTick() {}
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virtual ui void PostUiTick() {}
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//
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virtual ui void ConsoleProcess(ConsoleEvent e) {}
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virtual void NetworkProcess(ConsoleEvent e) {}
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//
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virtual void CheckReplacement(ReplaceEvent e) {}
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virtual void CheckReplacee(ReplacedEvent e) {}
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//
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virtual void NewGame() {}
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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 version("2.4")
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{
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clearscope static native StaticEventHandler Find(class<StaticEventHandler> type);
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clearscope static native void SendNetworkEvent(String name, int arg1 = 0, int arg2 = 0, int arg3 = 0);
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}
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