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EventManager.h
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/**
* vim: set ts=4 sw=4 tw=99 noet :
* =============================================================================
* SourceMod
* Copyright (C) 2004-2010 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* 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 <http://www.gnu.org/licenses/>.
*
* 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 <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#ifndef _INCLUDE_SOURCEMOD_EVENTMANAGER_H_
#define _INCLUDE_SOURCEMOD_EVENTMANAGER_H_
#include "sm_globals.h"
#include "sourcemm_api.h"
#include <sm_namehashset.h>
#include <sh_list.h>
#include <sh_stack.h>
#include <IHandleSys.h>
#include <IForwardSys.h>
#include <IPluginSys.h>
class IClient;
using namespace SourceHook;
struct EventInfo
{
EventInfo()
{
}
EventInfo(IGameEvent *ev, IdentityToken_t *owner) : pEvent(ev), pOwner(owner)
{
}
IGameEvent *pEvent;
IdentityToken_t *pOwner;
bool bDontBroadcast;
};
struct EventHook
{
EventHook()
{
pPreHook = NULL;
pPostHook = NULL;
postCopy = false;
refCount = 0;
}
IChangeableForward *pPreHook;
IChangeableForward *pPostHook;
bool postCopy;
unsigned int refCount;
std::string name;
static inline bool matches(const char *name, const EventHook *hook)
{
return strcmp(name, hook->name.c_str()) == 0;
}
static inline uint32_t hash(const detail::CharsAndLength &key)
{
return key.hash();
}
};
enum EventHookMode
{
EventHookMode_Pre,
EventHookMode_Post,
EventHookMode_PostNoCopy
};
enum EventHookError
{
EventHookErr_Okay = 0, /**< No error */
EventHookErr_InvalidEvent, /**< Specified event does not exist */
EventHookErr_NotActive, /**< Specified event has no active hook */
EventHookErr_InvalidCallback, /**< Specified event does not fire specified callback */
};
class EventManager :
public SMGlobalClass,
public IHandleTypeDispatch,
public IPluginsListener,
public IGameEventListener2
{
public:
EventManager();
~EventManager();
public: // SMGlobalClass
void OnSourceModAllInitialized();
void OnSourceModShutdown();
public: // IHandleTypeDispatch
void OnHandleDestroy(HandleType_t type, void *object);
public: // IPluginsListener
void OnPluginUnloaded(IPlugin *plugin);
public: // IGameEventListener2
void FireGameEvent(IGameEvent *pEvent);
#if SOURCE_ENGINE >= SE_LEFT4DEAD
int GetEventDebugID();
#endif
public:
/**
* Get the 'GameEvent' handle type ID.
*/
inline HandleType_t GetHandleType()
{
return m_EventType;
}
public:
EventHookError HookEvent(const char *name, IPluginFunction *pFunction, EventHookMode mode=EventHookMode_Post);
EventHookError UnhookEvent(const char *name, IPluginFunction *pFunction, EventHookMode mode=EventHookMode_Post);
EventInfo *CreateEvent(IPluginContext *pContext, const char *name, bool force=false);
void FireEvent(EventInfo *pInfo, bool bDontBroadcast=false);
void FireEventToClient(EventInfo *pInfo, IClient *pClient);
void CancelCreatedEvent(EventInfo *pInfo);
private: // IGameEventManager2 hooks
bool OnFireEvent(IGameEvent *pEvent, bool bDontBroadcast);
bool OnFireEvent_Post(IGameEvent *pEvent, bool bDontBroadcast);
private:
HandleType_t m_EventType;
NameHashSet<EventHook *> m_EventHooks;
CStack<EventInfo *> m_FreeEvents;
CStack<EventHook *> m_EventStack;
CStack<IGameEvent *> m_EventCopies;
};
extern EventManager g_EventManager;
#endif // _INCLUDE_SOURCEMOD_EVENTMANAGER_H_