/** * vim: set ts=4 sw=4 tw=99 noet : * ============================================================================= * SourceMod (C)2004-2014 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. */ typeset 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. /// function Action (Event event, const char[] 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 /// function void (Event event, const char[] name, bool dontBroadcast); }; methodmap Event < Handle { // Fires a game event. // // This function closes the event Handle after completing. // // @param dontBroadcast Optional boolean that determines if event should be broadcast to clients. public native void Fire(bool dontBroadcast=false); // Cancels a previously created game event that has not been fired. This // is necessary to avoid leaking memory when an event isn't fired. public native void Cancel(); // Returns the boolean value of a game event's key. // // @param key Name of event key. // @param defValue Optional default value to use if the key is not found. // @return The boolean value of the specfied event key. public native bool GetBool(const char[] key, bool defValue=false); // Sets the boolean value of a game event's key. // // @param key Name of event key. // @param value New boolean value. public native void SetBool(const char[] key, bool value); // Returns the integer value of a game event's key. // // @param key Name of event key. // @param defValue Optional default value to use if the key is not found. // @return The integer value of the specfied event key. public native int GetInt(const char[] key, int defValue=0); // 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 key Name of event key. // @param value New integer value. public native void SetInt(const char[] key, int value); // Returns the floating point value of a game event's key. // // @param key Name of event key. // @param defValue Optional default value to use if the key is not found. // @return The floating point value of the specfied event key. public native float GetFloat(const char[] key, float defValue=0.0); // Sets the floating point value of a game event's key. // // @param key Name of event key. // @param value New floating point value. public native void SetFloat(const char[] key, float value); // Retrieves the string value of a game event's key. // // @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. // @param defValue Optional default value to use if the key is not found. public native void GetString(const char[] key, char[] value, int maxlength, const char[] defvalue=""); // Sets the string value of a game event's key. // // @param key Name of event key. // @param value New string value. public native void SetString(const char[] key, const char[] value); // Retrieves the name of a game event. // // @param name Buffer to store the name of the event. // @param maxlength Maximum length of string buffer. public native void GetName(char[] name, int maxlength); // Sets whether an event's broadcasting will be disabled or not. // // This has no effect on events Handles that are not from HookEvent // or HookEventEx callbacks. property bool BroadcastDisabled { public native set(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 void HookEvent(const char[] 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 char[] 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 void UnhookEvent(const char[] 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 * event.Fire() or event.Cancel(). * * @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 Event CreateEvent(const char[] 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 void 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 void 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. * @param defValue Optional default value to use if the key is not found. * @return The boolean value of the specfied event key. * @error Invalid or corrupt Handle. */ native bool GetEventBool(Handle event, const char[] key, bool defValue=false); /** * 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 void SetEventBool(Handle event, const char[] 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. * @param defValue Optional default value to use if the key is not found. * @return The integer value of the specfied event key. * @error Invalid or corrupt Handle. */ native int GetEventInt(Handle event, const char[] key, int defValue=0); /** * 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 void SetEventInt(Handle event, const char[] key, int value); /** * Returns the floating point value of a game event's key. * * @param event Handle to the event. * @param key Name of event key. * @param defValue Optional default value to use if the key is not found. * @return The floating point value of the specfied event key. * @error Invalid or corrupt Handle. */ native float GetEventFloat(Handle event, const char[] key, float defValue=0.0); /** * 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 void SetEventFloat(Handle event, const char[] 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. * @param defValue Optional default value to use if the key is not found. * @noreturn * @error Invalid or corrupt Handle. */ native void GetEventString(Handle event, const char[] key, char[] value, int maxlength, const char[] defvalue=""); /** * 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 void SetEventString(Handle event, const char[] key, const char[] value); /** * Retrieves the name of a game event. * * @param event Handle to the event. * @param name Buffer to store the name of the event. * @param maxlength Maximum length of string buffer. * @noreturn * @error Invalid or corrupt Handle. */ native void GetEventName(Handle event, char[] name, int maxlength); /** * Sets whether an event's broadcasting will be disabled or not. * * This has no effect on events Handles that are not from HookEvent * or HookEventEx callbacks. * * @param event Handle to an event from an event hook. * @param dontBroadcast True to disable broadcasting, false otherwise. * @noreturn * @error Invalid Handle. */ native void SetEventBroadcast(Handle event, bool dontBroadcast);