89 lines
2.4 KiB
C++
89 lines
2.4 KiB
C++
// GameEvents.h
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// Defines a singleton class, g_JSGameEvents that fires certain events on
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// request (Fire*). This serves to notify scripts of important game events.
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// The CScriptEvent-derived events are declared here as well,
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// with their type set to one of EventTypes.h's EEventType.
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#ifndef INCLUDED_GAMEEVENTS
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#define INCLUDED_GAMEEVENTS
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#include "DOMEvent.h"
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#include "EventTypes.h"
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#include "ps/Singleton.h"
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class CGameEvents : public IEventTarget, public Singleton<CGameEvents>
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{
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// Game events don't really run on an object
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JSObject* GetScriptExecContext( IEventTarget* UNUSED(target) ) { return( g_ScriptingHost.GetGlobalObject() ); }
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// Some events
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class CEventSelectionChanged : public CScriptEvent
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{
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bool m_CausedByPlayer;
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public:
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CEventSelectionChanged(bool CausedByPlayer):
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CScriptEvent( L"selectionChanged", EVENT_SELECTION_CHANGED, false ),
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m_CausedByPlayer(CausedByPlayer)
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{
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AddLocalProperty( L"byPlayer", &m_CausedByPlayer, true );
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}
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};
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class CEventWorldClick: public CScriptEvent
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{
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int m_Button;
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int m_Clicks;
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int m_Order;
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int m_Action;
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int m_SecondaryOrder;
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int m_SecondaryAction;
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CEntity *m_Entity;
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uint m_X, m_Y;
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public:
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CEventWorldClick(int button, int clicks, int order, int action,
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int secOrder, int secAction, CEntity *ent, uint x, uint y):
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CScriptEvent(L"worldClick", EVENT_WORLD_CLICK, false),
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m_Button(button),
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m_Clicks(clicks),
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m_Order(order),
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m_Action(action),
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m_SecondaryOrder(secOrder),
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m_SecondaryAction(secAction),
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m_Entity(ent),
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m_X(x),
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m_Y(y)
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{
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AddLocalProperty(L"button", &m_Button);
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AddLocalProperty(L"clicks", &m_Clicks);
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AddLocalProperty(L"order", &m_Order);
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AddLocalProperty(L"action", &m_Action);
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AddLocalProperty(L"secondaryOrder", &m_SecondaryOrder);
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AddLocalProperty(L"secondaryAction", &m_SecondaryAction);
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if (ent)
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AddLocalProperty(L"entity", &m_Entity);
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else
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AddProperty(L"entity", JSVAL_NULL);
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AddLocalProperty(L"x", &m_X);
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AddLocalProperty(L"y", &m_Y);
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}
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};
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public:
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void FireSelectionChanged( bool CausedByPlayer )
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{
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CEventSelectionChanged evt( CausedByPlayer );
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DispatchEvent( &evt );
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}
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void FireWorldClick(int button, int clicks, int order, int action,
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int secOrder, int secAction, CEntity *ent, uint x, uint y)
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{
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CEventWorldClick evt(button, clicks, order, action, secOrder, secAction, ent, x, y);
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DispatchEvent(&evt);
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}
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};
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#define g_JSGameEvents CGameEvents::GetSingleton()
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#endif
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