/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see .
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or .
*
* Version: $Id$
*/
#if defined _events_included
#endinput
#endif
#define _events_included
/**
* Event hook modes determining how hooking should be handled
*/
enum EventHookMode
{
EventHookMode_Pre, /**< Hook callback fired before event is fired */
EventHookMode_Post, /**< Hook callback fired after event is fired */
EventHookMode_PostNoCopy /**< Hook callback fired after event is fired, but event data won't be copied */
};
/**
* Hook function types for events.
*/
funcenum EventHook
{
/**
* Called when a game event is fired.
*
* @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
* this event has set the hook mode EventHookMode_PostNoCopy.
* @param name String containing the name of the event.
* @param dontBroadcast True if event was not broadcast to clients, false otherwise.
* @return Ignored for post hooks. Plugin_Handled will block event if hooked as pre.
*/
Action:public(Handle:event, const String:name[], bool:dontBroadcast),
/**
* Called when a game event is fired.
*
* @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
* this event has set the hook mode EventHookMode_PostNoCopy.
* @param name String containing the name of the event.
* @param dontBroadcast True if event was not broadcast to clients, false otherwise.
* @noreturn
*/
public(Handle:event, const String:name[], bool:dontBroadcast),
};
/**
* Creates a hook for when a game event is fired.
*
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @noreturn
* @error Invalid event name or invalid callback function.
*/
native HookEvent(const String:name[], EventHook:callback, EventHookMode:mode=EventHookMode_Post);
/**
* Creates a hook for when a game event is fired.
*
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @return True if event exists and was hooked successfully, false otherwise.
* @error Invalid callback function.
*/
native bool:HookEventEx(const String:name[], EventHook:callback, EventHookMode:mode=EventHookMode_Post);
/**
* Removes a hook for when a game event is fired.
*
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @noreturn
* @error Invalid callback function or no active hook for specified event.
*/
native UnhookEvent(const String:name[], EventHook:callback, EventHookMode:mode=EventHookMode_Post);
/**
* Creates a game event to be fired later.
*
* The Handle should not be closed via CloseHandle(). It must be closed via
* FireEvent() or CancelCreatedEvent().
*
* @param name Name of event.
* @param force If set to true, this forces the event to be created even if it's not being hooked.
* Note that this will not force it if the event doesn't exist at all.
* @return Handle to event. INVALID_HANDLE is returned if the event doesn't exist or isn't
being hooked (unless force is true).
*/
native Handle:CreateEvent(const String:name[], bool:force=false);
/**
* Fires a game event.
*
* This function closes the event Handle after completing.
*
* @param event Handle to the event.
* @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
* @noreturn
* @error Invalid or corrupt Handle.
*/
native FireEvent(Handle:event, bool:dontBroadcast=false);
/**
* Cancels a previously created game event that has not been fired.
*
* @param event Handled to the event.
* @noreturn
* @error Invalid or corrupt Handle.
*/
native CancelCreatedEvent(Handle:event);
/**
* Returns the boolean value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @return The boolean value of the specfied event key.
* @error Invalid or corrupt Handle.
*/
native bool:GetEventBool(Handle:event, const String:key[]);
/**
* Sets the boolean value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New boolean value.
* @noreturn
* @error Invalid or corrupt Handle.
*/
native SetEventBool(Handle:event, const String:key[], bool:value);
/**
* Returns the integer value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @return The integer value of the specfied event key.
* @error Invalid or corrupt Handle.
*/
native GetEventInt(Handle:event, const String:key[]);
/**
* Sets the integer value of a game event's key.
*
* Integer value refers to anything that can be reduced to an integer.
* The various size specifiers, such as "byte" and "short" are still
* integers, and only refer to how much data will actually be sent
* over the network (if applicable).
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New integer value.
* @noreturn
* @error Invalid or corrupt Handle.
*/
native SetEventInt(Handle:event, const String:key[], value);
/**
* Returns the floating point value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @return The floating point value of the specfied event key.
* @error Invalid or corrupt Handle.
*/
native Float:GetEventFloat(Handle:event, const String:key[]);
/**
* Sets the floating point value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New floating point value.
* @noreturn
* @error Invalid or corrupt Handle.
*/
native SetEventFloat(Handle:event, const String:key[], Float:value);
/**
* Retrieves the string value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value Buffer to store the value of the specified event key.
* @param maxlength Maximum length of string buffer.
* @noreturn
* @error Invalid or corrupt Handle.
*/
native GetEventString(Handle:event, const String:key[], String:value[], maxlength);
/**
* Sets the string value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New string value.
* @noreturn
* @error Invalid or corrupt Handle.
*/
native SetEventString(Handle:event, const String:key[], const String:value[]);
/**
* Retrieves the name of a game event.
*
* @param event Handle to the event.
* @param value Buffer to store the name of the event.
* @param maxlength Maximum length of string buffer.
* @noreturn
* @error Invalid or corrupt Handle.
*/
native GetEventName(Handle:event, String:name[], maxlength);