144 lines
4.4 KiB
C++
144 lines
4.4 KiB
C++
/**
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* vim: set ts=4 sw=4 tw=99 noet :
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* =============================================================================
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* SourceMod
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* Copyright (C) 2004-2010 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#ifndef _INCLUDE_SOURCEMOD_EVENTMANAGER_H_
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#define _INCLUDE_SOURCEMOD_EVENTMANAGER_H_
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#include "sm_globals.h"
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#include "sourcemm_api.h"
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#include <sm_namehashset.h>
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#include <sh_list.h>
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#include <sh_stack.h>
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#include <IHandleSys.h>
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#include <IForwardSys.h>
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#include <IPluginSys.h>
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using namespace SourceHook;
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struct EventInfo
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{
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EventInfo()
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{
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}
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EventInfo(IGameEvent *ev, IdentityToken_t *owner) : pEvent(ev), pOwner(owner)
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{
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}
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IGameEvent *pEvent;
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IdentityToken_t *pOwner;
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bool bDontBroadcast;
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};
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struct EventHook
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{
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EventHook()
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{
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pPreHook = NULL;
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pPostHook = NULL;
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postCopy = false;
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refCount = 0;
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}
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IChangeableForward *pPreHook;
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IChangeableForward *pPostHook;
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bool postCopy;
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unsigned int refCount;
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ke::AString name;
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static inline bool matches(const char *name, const EventHook *hook)
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{
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return strcmp(name, hook->name.chars()) == 0;
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}
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};
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enum EventHookMode
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{
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EventHookMode_Pre,
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EventHookMode_Post,
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EventHookMode_PostNoCopy
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};
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enum EventHookError
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{
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EventHookErr_Okay = 0, /**< No error */
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EventHookErr_InvalidEvent, /**< Specified event does not exist */
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EventHookErr_NotActive, /**< Specified event has no active hook */
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EventHookErr_InvalidCallback, /**< Specified event does not fire specified callback */
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};
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class EventManager :
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public SMGlobalClass,
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public IHandleTypeDispatch,
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public IPluginsListener,
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public IGameEventListener2
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{
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public:
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EventManager();
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~EventManager();
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public: // SMGlobalClass
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void OnSourceModAllInitialized();
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void OnSourceModShutdown();
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public: // IHandleTypeDispatch
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void OnHandleDestroy(HandleType_t type, void *object);
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public: // IPluginsListener
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void OnPluginUnloaded(IPlugin *plugin);
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public: // IGameEventListener2
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void FireGameEvent(IGameEvent *pEvent);
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#if SOURCE_ENGINE >= SE_LEFT4DEAD && SOURCE_ENGINE != SE_DOTA
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int GetEventDebugID();
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#endif
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public:
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/**
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* Get the 'GameEvent' handle type ID.
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*/
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inline HandleType_t GetHandleType()
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{
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return m_EventType;
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}
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public:
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EventHookError HookEvent(const char *name, IPluginFunction *pFunction, EventHookMode mode=EventHookMode_Post);
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EventHookError UnhookEvent(const char *name, IPluginFunction *pFunction, EventHookMode mode=EventHookMode_Post);
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EventInfo *CreateEvent(IPluginContext *pContext, const char *name, bool force=false);
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void FireEvent(EventInfo *pInfo, bool bDontBroadcast=false);
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void CancelCreatedEvent(EventInfo *pInfo);
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private: // IGameEventManager2 hooks
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bool OnFireEvent(IGameEvent *pEvent, bool bDontBroadcast);
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bool OnFireEvent_Post(IGameEvent *pEvent, bool bDontBroadcast);
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private:
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HandleType_t m_EventType;
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NameHashSet<EventHook *> m_EventHooks;
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CStack<EventInfo *> m_FreeEvents;
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CStack<EventHook *> m_EventStack;
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CStack<IGameEvent *> m_EventCopies;
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};
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extern EventManager g_EventManager;
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#endif // _INCLUDE_SOURCEMOD_EVENTMANAGER_H_
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