mirror of
https://github.com/ZDoom/qzdoom.git
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3acd9c8116
This was by far the largest block of native virtuals, and they were only native to be able to allow checking if the event was implemented for the current handler. This can easily be done by looking at the byte code, just like VMCall also does but in turn it removes more than half of the existing native virtuals from the interface.
370 lines
12 KiB
Text
Executable file
370 lines
12 KiB
Text
Executable file
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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 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, 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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}
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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 UiEvent native ui version("2.4")
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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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struct InputEvent native play version("2.4")
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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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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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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 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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//
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virtual void PlayerEntered(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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//
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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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