// EventTypes.h // Fairly game-specific event declarations for use with DOMEvent. // Creates unique (for the current target) names for each event. // DOMEvent currently uses a preallocated array of EVENT_LAST elements, // so these must be consecutive integers starting with 0. #ifndef EVENTTYPES_H__ #define EVENTTYPES_H__ enum EEventType { // Entity events EVENT_INITIALIZE = 0, EVENT_TICK, EVENT_GENERIC, EVENT_TARGET_CHANGED, EVENT_PREPARE_ORDER, EVENT_ORDER_TRANSITION, EVENT_NOTIFICATION, EVENT_LAST, // Projectile events EVENT_IMPACT = 0, EVENT_MISS, // General events EVENT_GAME_START = 0, EVENT_GAME_TICK, EVENT_SELECTION_CHANGED, EVENT_WORLD_CLICK, }; // Only used for entity events... (adds them as a property) static const wchar_t* const EventNames[EVENT_LAST] = { /* EVENT_INITIALIZE */ L"onInitialize", /* EVENT_TICK */ L"onTick", /* EVENT_GENERIC */ L"onGeneric", /* EVENT_TARGET_CHANGED */ L"onTargetChanged", /* If this unit is selected and the mouseover object changes */ /* EVENT_PREPARE_ORDER */ L"onPrepareOrder", /* To check if a unit can execute a given order */ /* EVENT_ORDER_TRANSITION */ L"onOrderTransition", /* When we change orders (sometimes...) */ /* EVENT_NOTIFICATION */ L"onNotification" /*When we receive a notification */ }; #endif // #ifndef EVENTTYPES_H__