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forked from 0ad/0ad
0ad/source/scripting/GameEvents.h

89 lines
2.4 KiB
C++

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