Team Fortress 2 Source Code as on 22/4/2020
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//========= 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 <igameevents.h>
#include <utlvector.h>
#include <KeyValues.h>
#include <networkstringtabledefs.h>
#include <utlsymbol.h>
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<CGameEventCallback*> 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<CGameEventDescriptor> m_GameEvents; // list of all known events
CUtlVector<CGameEventCallback*> m_Listeners; // list of all registered listeners
CUtlSymbolTable m_EventFiles; // list of all loaded event files
CUtlVector<CUtlSymbol> m_EventFileNames;
bool m_bClientListenersChanged; // true every time client changed listeners
};
extern CGameEventManager &g_GameEventManager;
#endif