//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: gameeventmanager.h: interface for the CGameEventManager class. // // $Workfile: $ // $NoKeywords: $ //=============================================================================// #if !defined ( GAMEEVENTMANAGER_H ) #define GAMEEVENTMANAGER_H #ifdef _WIN32 #pragma once #endif #include #include #include #include #include class SVC_GameEventList; class CLC_ListenEvents; class CGameEventCallback { public: void *m_pCallback; // callback pointer int m_nListenerType; // client or server side ? }; class CGameEventDescriptor { public: CGameEventDescriptor() { name[0] = 0; eventid = -1; keys = NULL; local = false; reliable = true; } public: char name[MAX_EVENT_NAME_LENGTH]; // name of this event int eventid; // network index number, -1 = not networked KeyValues *keys; // KeyValue describing data types, if NULL only name bool local; // local event, never tell clients about that bool reliable; // send this event as reliable message CUtlVector listeners; // registered listeners }; class CGameEvent : public IGameEvent { public: CGameEvent( CGameEventDescriptor *descriptor ); virtual ~CGameEvent(); const char *GetName() const; bool IsEmpty(const char *keyName = NULL); bool IsLocal() const; bool IsReliable() const; bool GetBool( const char *keyName = NULL, bool defaultValue = false ); int GetInt( const char *keyName = NULL, int defaultValue = 0 ); float GetFloat( const char *keyName = NULL, float defaultValue = 0.0f ); const char *GetString( const char *keyName = NULL, const char *defaultValue = "" ); void SetBool( const char *keyName, bool value ); void SetInt( const char *keyName, int value ); void SetFloat( const char *keyName, float value ); void SetString( const char *keyName, const char *value ); CGameEventDescriptor *m_pDescriptor; KeyValues *m_pDataKeys; }; class CGameEventManager : public IGameEventManager2 { friend class CGameEventManagerOld; public: // IGameEventManager functions enum { SERVERSIDE = 0, // this is a server side listener, event logger etc CLIENTSIDE, // this is a client side listenet, HUD element etc CLIENTSTUB, // this is a serverside stub for a remote client listener (used by engine only) SERVERSIDE_OLD, // legacy support for old server event listeners CLIENTSIDE_OLD, // legecy support for old client event listeners }; enum { TYPE_LOCAL = 0, // not networked TYPE_STRING, // zero terminated ASCII string TYPE_FLOAT, // float 32 bit TYPE_LONG, // signed int 32 bit TYPE_SHORT, // signed int 16 bit TYPE_BYTE, // unsigned int 8 bit TYPE_BOOL // unsigned int 1 bit }; CGameEventManager(); virtual ~CGameEventManager(); int LoadEventsFromFile( const char * filename ); void Reset(); bool AddListener( IGameEventListener2 *listener, const char *name, bool bServerSide ); bool FindListener( IGameEventListener2 *listener, const char *name ); void RemoveListener( IGameEventListener2 *listener); IGameEvent *CreateEvent( const char *name, bool bForce = false ); IGameEvent *DuplicateEvent( IGameEvent *event); bool FireEvent( IGameEvent *event, bool bDontBroadcast = false ); bool FireEventClientSide( IGameEvent *event ); void FreeEvent( IGameEvent *event ); bool SerializeEvent( IGameEvent *event, bf_write *buf ); IGameEvent *UnserializeEvent( bf_read *buf ); public: bool Init(); void Shutdown(); void ReloadEventDefinitions(); // called by server on new map bool AddListener( void *listener, CGameEventDescriptor *descriptor, int nListenerType ); CGameEventDescriptor *GetEventDescriptor( const char *name ); CGameEventDescriptor *GetEventDescriptor( IGameEvent *event ); CGameEventDescriptor *GetEventDescriptor( int eventid ); void WriteEventList(SVC_GameEventList *msg); bool ParseEventList(SVC_GameEventList *msg); void WriteListenEventList(CLC_ListenEvents *msg); bool HasClientListenersChanged( bool bReset = true ); void ConPrintEvent( IGameEvent *event); // legacy support bool AddListenerAll( void *listener, int nListenerType ); void RemoveListenerOld( void *listener); protected: IGameEvent *CreateEvent( CGameEventDescriptor *descriptor ); bool RegisterEvent( KeyValues * keys ); void UnregisterEvent(int index); bool FireEventIntern( IGameEvent *event, bool bServerSide, bool bClientOnly ); CGameEventCallback* FindEventListener( void* listener ); CUtlVector m_GameEvents; // list of all known events CUtlVector m_Listeners; // list of all registered listeners CUtlSymbolTable m_EventFiles; // list of all loaded event files CUtlVector m_EventFileNames; bool m_bClientListenersChanged; // true every time client changed listeners }; extern CGameEventManager &g_GameEventManager; #endif