64 lines
2.3 KiB
C
64 lines
2.3 KiB
C
// EventTypes.h
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// Fairly game-specific event declarations for use with DOMEvent.
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// Creates unique (for the current target) names for each event.
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// DOMEvent currently uses a preallocated array of EVENT_LAST elements,
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// so these must be consecutive integers starting with 0.
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#ifndef INCLUDED_EVENTTYPES
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#define INCLUDED_EVENTTYPES
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enum EEventType
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{
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// Entity events
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EVENT_INITIALIZE = 0,
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EVENT_DEATH,
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EVENT_TICK,
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EVENT_CONTACT_ACTION,
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EVENT_TARGET_EXHAUSTED,
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EVENT_START_CONSTRUCTION,
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EVENT_START_PRODUCTION,
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EVENT_CANCEL_PRODUCTION,
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EVENT_FINISH_PRODUCTION,
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EVENT_TARGET_CHANGED,
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EVENT_PREPARE_ORDER,
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EVENT_ORDER_TRANSITION,
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EVENT_NOTIFICATION,
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EVENT_FORMATION,
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EVENT_IDLE,
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EVENT_LAST,
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// Projectile events
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EVENT_IMPACT = 0,
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EVENT_MISS,
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// General events
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EVENT_GAME_START = 0,
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EVENT_GAME_TICK,
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EVENT_SELECTION_CHANGED,
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EVENT_WORLD_CLICK,
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};
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// Only used for entity events... (adds them as a property)
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static const wchar_t* const EventNames[EVENT_LAST] =
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{
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/* EVENT_INITIALIZE */ L"onInitialize",
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/* EVENT_DEATH */ L"onDeath",
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/* EVENT_TICK */ L"onTick",
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/* EVENT_CONTACT_ACTION */ L"onContactAction", /* For generic contact actions on a target unit, like attack or gather */
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/* EVENT_TARGET_EXHAUSTED*/ L"onTargetExhausted", /* Called when the target of a generic action dies */
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/* EVENT_START_CONSTRUCTION */ L"onStartConstruction", /* We were selected when the user placed a building */
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/* EVENT_START_PRODUCTION */ L"onStartProduction", /* We're about to start training/researching something (deduct resources, etc) */
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/* EVENT_CANCEL_PRODUCTION */ L"onCancelProduction", /* Something in production has been cancelled */
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/* EVENT_FINISH_PRODUCTION */ L"onFinishProduction", /* We've finished something in production */
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/* EVENT_TARGET_CHANGED */ L"onTargetChanged", /* If this unit is selected and the mouseover object changes */
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/* EVENT_PREPARE_ORDER */ L"onPrepareOrder", /* To check if a unit can execute a given order */
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/* EVENT_ORDER_TRANSITION */ L"onOrderTransition", /* When we change orders (sometimes...) */
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/* EVENT_NOTIFICATION */ L"onNotification", /*When we receive a notification */
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/* EVENT_FORMATION */ L"onFormation", /* When this unit does something with a formation */
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/* EVENT_IDLE */ L"onIdle", /* When this unit becomes idle, do something */
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};
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#endif // #ifndef INCLUDED_EVENTTYPES
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