344 lines
13 KiB
SourcePawn
344 lines
13 KiB
SourcePawn
/**
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* vim: set ts=4 sw=4 tw=99 noet :
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* =============================================================================
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* SourceMod (C)2004-2014 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK.
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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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#if defined _events_included
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#endinput
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#endif
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#define _events_included
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/**
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* Event hook modes determining how hooking should be handled
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*/
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enum EventHookMode
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{
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EventHookMode_Pre, //< Hook callback fired before event is fired */
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EventHookMode_Post, //< Hook callback fired after event is fired */
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EventHookMode_PostNoCopy //< Hook callback fired after event is fired, but event data won't be copied */
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};
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/**
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* Hook function types for events.
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*/
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typeset EventHook
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{
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// Called when a game event is fired.
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//
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// @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
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// this event has set the hook mode EventHookMode_PostNoCopy.
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// @param name String containing the name of the event.
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// @param dontBroadcast True if event was not broadcast to clients, false otherwise.
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// May not correspond to the real value. Use the property BroadcastDisabled.
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// @return Ignored for post hooks. Plugin_Handled will block event if hooked as pre.
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///
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function Action (Event event, const char[] name, bool dontBroadcast);
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//
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// Called when a game event is fired.
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//
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// @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
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// this event has set the hook mode EventHookMode_PostNoCopy.
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// @param name String containing the name of the event.
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// @param dontBroadcast True if event was not broadcast to clients, false otherwise.
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///
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function void (Event event, const char[] name, bool dontBroadcast);
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};
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methodmap Event < Handle
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{
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// Fires a game event.
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//
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// This function closes the event Handle after completing.
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//
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// @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
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public native void Fire(bool dontBroadcast=false);
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// Fires a game event to only the specified client.
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//
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// Unlike Fire, this function DOES NOT close the event Handle.
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//
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// @param client Index of client to receive the event..
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public native void FireToClient(int client);
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// Cancels a previously created game event that has not been fired. This
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// is necessary to avoid leaking memory when an event isn't fired.
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public native void Cancel();
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// Returns the boolean value of a game event's key.
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//
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// @param key Name of event key.
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// @param defValue Optional default value to use if the key is not found.
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// @return The boolean value of the specified event key.
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public native bool GetBool(const char[] key, bool defValue=false);
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// Sets the boolean value of a game event's key.
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//
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// @param key Name of event key.
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// @param value New boolean value.
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public native void SetBool(const char[] key, bool value);
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// Returns the integer value of a game event's key.
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//
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// @param key Name of event key.
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// @param defValue Optional default value to use if the key is not found.
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// @return The integer value of the specified event key.
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public native int GetInt(const char[] key, int defValue=0);
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// Sets the integer value of a game event's key.
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//
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// Integer value refers to anything that can be reduced to an integer.
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// The various size specifiers, such as "byte" and "short" are still
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// integers, and only refer to how much data will actually be sent
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// over the network (if applicable).
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//
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// @param key Name of event key.
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// @param value New integer value.
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public native void SetInt(const char[] key, int value);
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// Returns the floating point value of a game event's key.
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//
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// @param key Name of event key.
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// @param defValue Optional default value to use if the key is not found.
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// @return The floating point value of the specified event key.
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public native float GetFloat(const char[] key, float defValue=0.0);
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// Sets the floating point value of a game event's key.
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//
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// @param key Name of event key.
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// @param value New floating point value.
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public native void SetFloat(const char[] key, float value);
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// Retrieves the string value of a game event's key.
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//
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// @param key Name of event key.
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// @param value Buffer to store the value of the specified event key.
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// @param maxlength Maximum length of string buffer.
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// @param defValue Optional default value to use if the key is not found.
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public native void GetString(const char[] key, char[] value, int maxlength, const char[] defvalue="");
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// Sets the string value of a game event's key.
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//
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// @param key Name of event key.
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// @param value New string value.
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public native void SetString(const char[] key, const char[] value);
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// Retrieves the name of a game event.
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//
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// @param name Buffer to store the name of the event.
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// @param maxlength Maximum length of string buffer.
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public native void GetName(char[] name, int maxlength);
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// Sets whether an event's broadcasting will be disabled or not.
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//
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// This has no effect on events Handles that are not from HookEvent
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// or HookEventEx callbacks.
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property bool BroadcastDisabled {
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public native set(bool dontBroadcast);
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public native get();
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}
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}
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/**
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* Creates a hook for when a game event is fired.
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*
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* @param name Name of event.
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* @param callback An EventHook function pointer.
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* @param mode Optional EventHookMode determining the type of hook.
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* @error Invalid event name or invalid callback function.
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*/
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native void HookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
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/**
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* Creates a hook for when a game event is fired.
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*
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* @param name Name of event.
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* @param callback An EventHook function pointer.
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* @param mode Optional EventHookMode determining the type of hook.
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* @return True if event exists and was hooked successfully, false otherwise.
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* @error Invalid callback function.
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*/
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native bool HookEventEx(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
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/**
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* Removes a hook for when a game event is fired.
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*
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* @param name Name of event.
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* @param callback An EventHook function pointer.
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* @param mode Optional EventHookMode determining the type of hook.
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* @error Invalid callback function or no active hook for specified event.
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*/
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native void UnhookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
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/**
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* Creates a game event to be fired later.
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*
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* The Handle should not be closed via CloseHandle(). It must be closed via
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* event.Fire() or event.Cancel().
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*
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* @param name Name of event.
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* @param force If set to true, this forces the event to be created even if it's not being hooked.
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* Note that this will not force it if the event doesn't exist at all.
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* @return Handle to event. INVALID_HANDLE is returned if the event doesn't exist or isn't
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* being hooked (unless force is true).
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*/
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native Event CreateEvent(const char[] name, bool force=false);
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/**
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* Fires a game event.
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*
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* This function closes the event Handle after completing.
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*
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* @param event Handle to the event.
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* @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
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* @error Invalid or corrupt Handle.
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*/
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native void FireEvent(Handle event, bool dontBroadcast=false);
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/**
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* Cancels a previously created game event that has not been fired.
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*
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* @param event Handled to the event.
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* @error Invalid or corrupt Handle.
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*/
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native void CancelCreatedEvent(Handle event);
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/**
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* Returns the boolean value of a game event's key.
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*
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* @param event Handle to the event.
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* @param key Name of event key.
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* @param defValue Optional default value to use if the key is not found.
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* @return The boolean value of the specified event key.
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* @error Invalid or corrupt Handle.
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*/
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native bool GetEventBool(Handle event, const char[] key, bool defValue=false);
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/**
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* Sets the boolean value of a game event's key.
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*
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* @param event Handle to the event.
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* @param key Name of event key.
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* @param value New boolean value.
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* @error Invalid or corrupt Handle.
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*/
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native void SetEventBool(Handle event, const char[] key, bool value);
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/**
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* Returns the integer value of a game event's key.
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*
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* @param event Handle to the event.
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* @param key Name of event key.
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* @param defValue Optional default value to use if the key is not found.
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* @return The integer value of the specified event key.
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* @error Invalid or corrupt Handle.
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*/
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native int GetEventInt(Handle event, const char[] key, int defValue=0);
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/**
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* Sets the integer value of a game event's key.
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*
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* Integer value refers to anything that can be reduced to an integer.
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* The various size specifiers, such as "byte" and "short" are still
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* integers, and only refer to how much data will actually be sent
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* over the network (if applicable).
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*
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* @param event Handle to the event.
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* @param key Name of event key.
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* @param value New integer value.
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* @error Invalid or corrupt Handle.
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*/
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native void SetEventInt(Handle event, const char[] key, int value);
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/**
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* Returns the floating point value of a game event's key.
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*
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* @param event Handle to the event.
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* @param key Name of event key.
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* @param defValue Optional default value to use if the key is not found.
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* @return The floating point value of the specified event key.
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* @error Invalid or corrupt Handle.
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*/
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native float GetEventFloat(Handle event, const char[] key, float defValue=0.0);
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/**
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* Sets the floating point value of a game event's key.
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*
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* @param event Handle to the event.
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* @param key Name of event key.
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* @param value New floating point value.
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* @error Invalid or corrupt Handle.
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*/
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native void SetEventFloat(Handle event, const char[] key, float value);
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/**
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* Retrieves the string value of a game event's key.
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*
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* @param event Handle to the event.
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* @param key Name of event key.
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* @param value Buffer to store the value of the specified event key.
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* @param maxlength Maximum length of string buffer.
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* @param defValue Optional default value to use if the key is not found.
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* @error Invalid or corrupt Handle.
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*/
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native void GetEventString(Handle event, const char[] key, char[] value, int maxlength, const char[] defvalue="");
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/**
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* Sets the string value of a game event's key.
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*
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* @param event Handle to the event.
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* @param key Name of event key.
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* @param value New string value.
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* @error Invalid or corrupt Handle.
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*/
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native void SetEventString(Handle event, const char[] key, const char[] value);
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/**
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* Retrieves the name of a game event.
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*
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* @param event Handle to the event.
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* @param name Buffer to store the name of the event.
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* @param maxlength Maximum length of string buffer.
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* @error Invalid or corrupt Handle.
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*/
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native void GetEventName(Handle event, char[] name, int maxlength);
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/**
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* Sets whether an event's broadcasting will be disabled or not.
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*
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* This has no effect on events Handles that are not from HookEvent
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* or HookEventEx callbacks.
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*
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* @param event Handle to an event from an event hook.
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* @param dontBroadcast True to disable broadcasting, false otherwise.
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* @error Invalid Handle.
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*/
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native void SetEventBroadcast(Handle event, bool dontBroadcast);
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