139 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * vim: set ts=4 :
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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_trie.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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	char *name;
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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
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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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	Trie *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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