mirror of https://github.com/marrub--/zscript-doc
add documentation for most of the event handling stuff
parent
31552790d1
commit
fceaa55824
|
@ -48,7 +48,7 @@ Thinkers which do think and are mandatory to many checks:
|
||||||
| `Thinker.STAT_BOT` | All bot logic. This is not bound to their actor. |
|
| `Thinker.STAT_BOT` | All bot logic. This is not bound to their actor. |
|
||||||
|
|
||||||
```
|
```
|
||||||
class Thinker play
|
class Thinker : Object play
|
||||||
{
|
{
|
||||||
const TICRATE;
|
const TICRATE;
|
||||||
|
|
||||||
|
|
|
@ -4,7 +4,7 @@ A container representing an array of lines of text that have been broken up to
|
||||||
fit the screen and clipping region.
|
fit the screen and clipping region.
|
||||||
|
|
||||||
```
|
```
|
||||||
class BrokenLines
|
class BrokenLines : Object
|
||||||
{
|
{
|
||||||
int Count();
|
int Count();
|
||||||
string StringAt(int line);
|
string StringAt(int line);
|
||||||
|
|
|
@ -3,7 +3,7 @@
|
||||||
Represents an arbitrary polygonal 2D shape.
|
Represents an arbitrary polygonal 2D shape.
|
||||||
|
|
||||||
```
|
```
|
||||||
class Shape2D
|
class Shape2D : Object
|
||||||
{
|
{
|
||||||
void Clear(int which = C_Verts | C_Coords | C_Indices);
|
void Clear(int which = C_Verts | C_Coords | C_Indices);
|
||||||
void PushCoord(vector2 c);
|
void PushCoord(vector2 c);
|
||||||
|
|
|
@ -0,0 +1,36 @@
|
||||||
|
# ConsoleEvent
|
||||||
|
|
||||||
|
The information for a `ConsoleProcess` or `NetworkProcess` event.
|
||||||
|
|
||||||
|
```
|
||||||
|
struct ConsoleEvent
|
||||||
|
{
|
||||||
|
readonly int Player;
|
||||||
|
readonly string Name;
|
||||||
|
readonly int Args[3];
|
||||||
|
readonly bool IsManual;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- `Player`
|
||||||
|
|
||||||
|
The player who created this event, or `-1` if there was no activator. This
|
||||||
|
will always be positive for `NetworkProcess` events and always `-1` for
|
||||||
|
`ConsoleProcess` events.
|
||||||
|
|
||||||
|
- `Name`
|
||||||
|
|
||||||
|
The name as provided to `SendNetworkEvent`. Use this to distinguish between
|
||||||
|
event types. It is favorable to prefix names with the name of your mod or
|
||||||
|
game so that it will not potentially conflict with other mods.
|
||||||
|
|
||||||
|
- `Args`
|
||||||
|
|
||||||
|
The arguments as provided to `SendNetworkEvent`.
|
||||||
|
|
||||||
|
- `IsManual`
|
||||||
|
|
||||||
|
`true` if this event was created manually, for instance through a console
|
||||||
|
command.
|
||||||
|
|
||||||
|
<!-- EOF -->
|
|
@ -0,0 +1,34 @@
|
||||||
|
# EventHandler
|
||||||
|
|
||||||
|
Event handlers handle events on a per-game or per-map level. This means that
|
||||||
|
they are registered when you start a new game or map, and un-register when you
|
||||||
|
finish the game or map. This is unlike `StaticEventHandler`, which registers
|
||||||
|
when the engine is started, and un-registers when it exits.
|
||||||
|
|
||||||
|
All of the virtual functions on `EventHandler` have empty implementations by
|
||||||
|
default, so you only need to override the events your event handler needs to
|
||||||
|
override.
|
||||||
|
|
||||||
|
See `StaticEventHandler` for more information on the events that can be
|
||||||
|
overridden on this type.
|
||||||
|
|
||||||
|
```
|
||||||
|
class EventHandler : StaticEventHandler
|
||||||
|
{
|
||||||
|
clearscope static StaticEventHandler Find(class<StaticEventHandler> type);
|
||||||
|
clearscope static void SendNetworkEvent(string name, int arg1 = 0, int arg2 = 0, int arg3 = 0);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- `Find`
|
||||||
|
|
||||||
|
Finds and returns the `StaticEventHandler` type `type` if it is registered,
|
||||||
|
or `null` if it does not exist. It should be noted that this is exactly the
|
||||||
|
same as `StaticEventHandler`'s, and does not actually check for
|
||||||
|
`EventHandlers`, although due to inheritance will return them correctly.
|
||||||
|
|
||||||
|
- `SendNetworkEvent`
|
||||||
|
|
||||||
|
Sends a network event with no activator.
|
||||||
|
|
||||||
|
<!-- EOF -->
|
|
@ -0,0 +1,44 @@
|
||||||
|
# RenderEvent
|
||||||
|
|
||||||
|
The information for a `RenderOverlay` event.
|
||||||
|
|
||||||
|
```
|
||||||
|
struct RenderEvent
|
||||||
|
{
|
||||||
|
readonly vector3 ViewPos;
|
||||||
|
readonly double ViewAngle;
|
||||||
|
readonly double ViewPitch;
|
||||||
|
readonly double ViewRoll;
|
||||||
|
readonly double FracTic;
|
||||||
|
readonly Actor Camera;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- `ViewPos`
|
||||||
|
|
||||||
|
The position at which the camera is at.
|
||||||
|
|
||||||
|
- `ViewAngle`
|
||||||
|
|
||||||
|
The yaw angle of the camera.
|
||||||
|
|
||||||
|
- `ViewPitch`
|
||||||
|
|
||||||
|
The pitch angle of the camera.
|
||||||
|
|
||||||
|
- `ViewRoll`
|
||||||
|
|
||||||
|
The roll angle of the camera.
|
||||||
|
|
||||||
|
- `FracTic`
|
||||||
|
|
||||||
|
A value between 0 and 1 (exclusive) representing the time between the last
|
||||||
|
game tick and the next game tick. This is most useful for interpolation, and
|
||||||
|
you can add it to the current game tick to get the real time at which this
|
||||||
|
event has been called. Precision is not specified.
|
||||||
|
|
||||||
|
- `Camera`
|
||||||
|
|
||||||
|
The actor which is acting as the camera for the player's view.
|
||||||
|
|
||||||
|
<!-- EOF -->
|
|
@ -0,0 +1,30 @@
|
||||||
|
# ReplaceEvent
|
||||||
|
|
||||||
|
The information for a `CheckReplacement` event. You can mutate the variables in
|
||||||
|
this event to change the result of replacement checking.
|
||||||
|
|
||||||
|
```
|
||||||
|
struct ReplaceEvent
|
||||||
|
{
|
||||||
|
readonly class<Actor> Replacee;
|
||||||
|
class<Actor> Replacement;
|
||||||
|
bool IsFinal;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- `Replacee`
|
||||||
|
|
||||||
|
The actor class which is being replaced.
|
||||||
|
|
||||||
|
- `Replacement`
|
||||||
|
|
||||||
|
What to replace it with. This class type is already effected by skill and
|
||||||
|
actor definition replacements, so it may be useful to read it. Modify this
|
||||||
|
to change what the resulting replacement class ends up being.
|
||||||
|
|
||||||
|
- `IsFinal`
|
||||||
|
|
||||||
|
If `true`, the engine will not attempt to continue going down the
|
||||||
|
replacement chain, and will directly replace the actor with `Replacement`.
|
||||||
|
|
||||||
|
<!-- EOF -->
|
|
@ -0,0 +1,249 @@
|
||||||
|
# StaticEventHandler
|
||||||
|
|
||||||
|
Static event handlers handle events on a per-instance level. This means that
|
||||||
|
they are registered when you start GZDoom, and un-register when you exit
|
||||||
|
GZDoom. This is unlike `EventHandler`, which registers when a new game is
|
||||||
|
started, and un-registers when it ends. Care should be taken to make sure that
|
||||||
|
variables kept in a static event handler don't interact with the game directly,
|
||||||
|
or it will act **non-deterministically** and cause a desync.
|
||||||
|
|
||||||
|
All of the virtual functions on `StaticEventHandler` have empty implementations
|
||||||
|
by default, so you only need to override the events your event handler needs to
|
||||||
|
override.
|
||||||
|
|
||||||
|
Differences in virtual function behaviour are listed in the `EventHandler`
|
||||||
|
documentation.
|
||||||
|
|
||||||
|
```
|
||||||
|
class StaticEventHandler : Object play
|
||||||
|
{
|
||||||
|
clearscope static StaticEventHandler Find(class<StaticEventHandler> type);
|
||||||
|
|
||||||
|
virtual void OnRegister();
|
||||||
|
virtual void OnUnregister();
|
||||||
|
|
||||||
|
virtual void WorldLoaded(WorldEvent e);
|
||||||
|
virtual void WorldUnloaded(WorldEvent e);
|
||||||
|
virtual void WorldThingSpawned(WorldEvent e);
|
||||||
|
virtual void WorldThingDied(WorldEvent e);
|
||||||
|
virtual void WorldThingRevived(WorldEvent e);
|
||||||
|
virtual void WorldThingDamaged(WorldEvent e);
|
||||||
|
virtual void WorldThingDestroyed(WorldEvent e);
|
||||||
|
virtual void WorldLinePreActivated(WorldEvent e);
|
||||||
|
virtual void WorldLineActivated(WorldEvent e);
|
||||||
|
virtual void WorldSectorDamaged(WorldEvent e);
|
||||||
|
virtual void WorldLineDamaged(WorldEvent e);
|
||||||
|
virtual void WorldLightning(WorldEvent e);
|
||||||
|
virtual void WorldTick();
|
||||||
|
|
||||||
|
virtual ui void RenderOverlay(RenderEvent e);
|
||||||
|
|
||||||
|
virtual void PlayerEntered(PlayerEvent e);
|
||||||
|
virtual void PlayerRespawned(PlayerEvent e);
|
||||||
|
virtual void PlayerDied(PlayerEvent e);
|
||||||
|
virtual void PlayerDisconnected(PlayerEvent e);
|
||||||
|
|
||||||
|
virtual ui bool UiProcess(UiEvent e);
|
||||||
|
virtual ui void UiTick();
|
||||||
|
virtual ui void PostUiTick();
|
||||||
|
|
||||||
|
virtual ui bool InputProcess(InputEvent e);
|
||||||
|
|
||||||
|
virtual ui void ConsoleProcess(ConsoleEvent e);
|
||||||
|
virtual void NetworkProcess(ConsoleEvent e);
|
||||||
|
|
||||||
|
virtual void CheckReplacement(ReplaceEvent e);
|
||||||
|
|
||||||
|
virtual void NewGame();
|
||||||
|
|
||||||
|
void SetOrder(int order);
|
||||||
|
|
||||||
|
readonly int Order;
|
||||||
|
bool IsUiProcessor;
|
||||||
|
bool RequireMouse;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- `Find`
|
||||||
|
|
||||||
|
Finds and returns the `StaticEventHandler` type `type` if it is registered,
|
||||||
|
or `null` if it does not exist.
|
||||||
|
|
||||||
|
- `OnRegister`
|
||||||
|
|
||||||
|
Called when this type is registered. This is where you should set `Order`,
|
||||||
|
`IsUiProcessor` and `RequireMouse`.
|
||||||
|
|
||||||
|
- `OnUnregister`
|
||||||
|
|
||||||
|
Called when this type is un-registered. With `StaticEventHandler`s this is
|
||||||
|
called when the engine shuts down, so it isn't particularly useful.
|
||||||
|
|
||||||
|
- `WorldLoaded`
|
||||||
|
|
||||||
|
Called directly after the status bar is attached to the player and after
|
||||||
|
`REOPEN` ACS scripts are called, just before the display is flushed and
|
||||||
|
auto-save is done.
|
||||||
|
|
||||||
|
- `WorldUnloaded`
|
||||||
|
|
||||||
|
Called directly after `UNLOADING` ACS scripts, just before the level is
|
||||||
|
changed.
|
||||||
|
|
||||||
|
- `WorldThingSpawned`
|
||||||
|
|
||||||
|
Called directly after an actor's `PostBeginPlay` function.
|
||||||
|
|
||||||
|
- `WorldThingDied`
|
||||||
|
|
||||||
|
Called after `MorphedDeath`, inventory items have called `OwnerDied`, and
|
||||||
|
the target is set to the damage source, just before `KILL` ACS scripts are
|
||||||
|
called and the rest of the death handling is done.
|
||||||
|
|
||||||
|
- `WorldThingRevived`
|
||||||
|
|
||||||
|
Called when an actor is revived, after everything is finished.
|
||||||
|
|
||||||
|
- `WorldThingDamaged`
|
||||||
|
|
||||||
|
Called directly before `Die`, or directly after after `DamageMobj` finishes.
|
||||||
|
|
||||||
|
- `WorldThingDestroyed`
|
||||||
|
|
||||||
|
Called at the beginning of an actor's `OnDestroy` function.
|
||||||
|
|
||||||
|
- `WorldLinePreActivated`
|
||||||
|
|
||||||
|
Called directly after a line is tested for activation, before any other
|
||||||
|
activation specials are called (such as checking for keys, executing the
|
||||||
|
line special, etc.)
|
||||||
|
|
||||||
|
- `WorldLineActivated`
|
||||||
|
|
||||||
|
Called directly after a line's special is executed, if it succeeded, before
|
||||||
|
any other handling (such as changing a switch's texture) is completed.
|
||||||
|
|
||||||
|
- `WorldSectorDamaged`
|
||||||
|
|
||||||
|
Called when a sector is damaged if it has any health groups, before any
|
||||||
|
other handling is done.
|
||||||
|
|
||||||
|
- `WorldLineDamaged`
|
||||||
|
|
||||||
|
Called when a line is damaged if it has any health groups, before any other
|
||||||
|
handling is done.
|
||||||
|
|
||||||
|
- `WorldLightning`
|
||||||
|
|
||||||
|
Called when lightning strikes, directly after the sound is played, just
|
||||||
|
before `LIGHTNING` ACS scripts are called.
|
||||||
|
|
||||||
|
- `WorldTick`
|
||||||
|
|
||||||
|
Called on every world tick, after interpolators are updated, world freeze is
|
||||||
|
updated, sight counters are reset, particles have run their thinkers, and
|
||||||
|
players have run their thinkers, just before the status bar is ticked, the
|
||||||
|
level ticks, thinkers are ticked, and the level time is updated. This is not
|
||||||
|
called when the game is paused, and its execution is entirely deterministic
|
||||||
|
regardless of how this event handler is applied.
|
||||||
|
|
||||||
|
- `RenderOverlay`
|
||||||
|
|
||||||
|
Despite the name, this is actually run on the status bar, specifically in
|
||||||
|
`BaseStatusBar::DrawTopStuff`. It is run after `HudMessage`s are drawn and
|
||||||
|
power-ups are drawn, just before ゴゴゴ「The Log」ゴゴゴ is drawn. You may
|
||||||
|
use `Screen` functions in this function.
|
||||||
|
|
||||||
|
- `PlayerEntered`
|
||||||
|
|
||||||
|
Called during level load when each player enters the game, after the camera
|
||||||
|
is set but just before `RETURN` ACS scripts are called.
|
||||||
|
|
||||||
|
- `PlayerRespawned`
|
||||||
|
|
||||||
|
Called when a player spawns, directly after the teleport fog is spanwed and
|
||||||
|
just before `RESPAWN` ACS scripts are called. Also called similarly at the
|
||||||
|
end of the `Respawn` function, for example when the `resurrect` cheat is
|
||||||
|
used.
|
||||||
|
|
||||||
|
- `PlayerDied`
|
||||||
|
|
||||||
|
Called after `WorldThingDied` and `GetDeathHeight`, and after the actor's
|
||||||
|
thing special is activated, when the obituary has been displayed, just
|
||||||
|
before `DEATH` ACS scripts have been called.
|
||||||
|
|
||||||
|
- `PlayerDisconnected`
|
||||||
|
|
||||||
|
Called when a bot is removed and when a player disconnects from the game,
|
||||||
|
just before `DISCONNECT` ACS scripts are called.
|
||||||
|
|
||||||
|
- `UiProcess`
|
||||||
|
|
||||||
|
Called only if `IsUiProcessor` is `true`. Called when a GUI event is
|
||||||
|
dispatched by the engine, for example when the UI is active and the player
|
||||||
|
has pressed a key or moved the mouse. Mouse movements will only be captured
|
||||||
|
if `RequireMouse` is `true`. Because this interacts directly with the OS it
|
||||||
|
is not part of the game simulation, therefore has `ui` scope and must
|
||||||
|
dispatch commands to the game as networked events. If the return value is
|
||||||
|
`true`, the function will block any further handlers from processing this
|
||||||
|
event, essentially "eating" it. If the return value is `false`, other
|
||||||
|
handlers will continue to be called as normal.
|
||||||
|
|
||||||
|
- `UiTick`
|
||||||
|
|
||||||
|
Despite what it may seem, this function is actually called deterministically
|
||||||
|
within the game loop, just before the level is ticked and after the player's
|
||||||
|
network commands are created. Albeit this, it is `ui` scope, so it should
|
||||||
|
be used to process UI code.
|
||||||
|
|
||||||
|
- `PostUiTick`
|
||||||
|
|
||||||
|
Similar to `UiTick`, this is also deterministic, but called after all other
|
||||||
|
tickers.
|
||||||
|
|
||||||
|
- `InputProcess`
|
||||||
|
|
||||||
|
The same as `UiProcess`, but this is only called when inputs are being
|
||||||
|
directed to the game, rather than to the GUI. All of the same restrictions
|
||||||
|
apply to this as they do to `UiProcess`, and the return value acts the same.
|
||||||
|
|
||||||
|
- `ConsoleProcess`
|
||||||
|
|
||||||
|
Called when network events which have no player activator are received.
|
||||||
|
|
||||||
|
- `NetworkProcess`
|
||||||
|
|
||||||
|
Called when network events which have a player activator are received.
|
||||||
|
|
||||||
|
- `CheckReplacement`
|
||||||
|
|
||||||
|
Called during actor replacement, after skill replacement is done, but before
|
||||||
|
any other replacement (such as actor replacements done in ZScript actor
|
||||||
|
definitions.)
|
||||||
|
|
||||||
|
- `NewGame`
|
||||||
|
|
||||||
|
Called on a new game, directly after level data is reset and right before
|
||||||
|
the level is set up.
|
||||||
|
|
||||||
|
- `SetOrder`
|
||||||
|
|
||||||
|
Sets the ordering of this event handler, which can be read from `Order`.
|
||||||
|
|
||||||
|
- `Order`
|
||||||
|
|
||||||
|
The arbitrary ordering of this event handler relative to other ones. Event
|
||||||
|
handlers with lower ordering numbers have their functions executed first.
|
||||||
|
You can set this variable with `SetOrder`.
|
||||||
|
|
||||||
|
- `IsUiProcessor`
|
||||||
|
|
||||||
|
If `true`, GUI events will be sent to this event handler through
|
||||||
|
`UiProcess`. This is mainly for optimization purposes.
|
||||||
|
|
||||||
|
- `RequireMouse`
|
||||||
|
|
||||||
|
If `true`, mouse events will be sent to this event handler through
|
||||||
|
`InputProcess` and/or `UiProcess`. This is mainly for optimization purposes.
|
||||||
|
|
||||||
|
<!-- EOF -->
|
|
@ -3,7 +3,7 @@
|
||||||
A class containing an animated intermission background.
|
A class containing an animated intermission background.
|
||||||
|
|
||||||
```
|
```
|
||||||
class InterBackground play
|
class InterBackground : Object play
|
||||||
{
|
{
|
||||||
static InterBackground Create(WBStartStruct wbs);
|
static InterBackground Create(WBStartStruct wbs);
|
||||||
|
|
||||||
|
|
|
@ -13,7 +13,7 @@ Status screens have four stages:
|
||||||
These are provided as constants in `StatusScreen`. The starting stage is `StatCount`.
|
These are provided as constants in `StatusScreen`. The starting stage is `StatCount`.
|
||||||
|
|
||||||
```
|
```
|
||||||
class StatusScreen abstract play
|
class StatusScreen : Object abstract play
|
||||||
{
|
{
|
||||||
const NG_STATSY;
|
const NG_STATSY;
|
||||||
const SHOWNEXTLOCDELAY;
|
const SHOWNEXTLOCDELAY;
|
||||||
|
|
|
@ -3,7 +3,7 @@
|
||||||
Iterates over line indices with a specified tag.
|
Iterates over line indices with a specified tag.
|
||||||
|
|
||||||
```
|
```
|
||||||
class LineIdIterator
|
class LineIdIterator : Object
|
||||||
{
|
{
|
||||||
static LineIdIterator Create(int tag);
|
static LineIdIterator Create(int tag);
|
||||||
|
|
||||||
|
|
|
@ -3,7 +3,7 @@
|
||||||
A sound sequence (`SNDSEQ`) node.
|
A sound sequence (`SNDSEQ`) node.
|
||||||
|
|
||||||
```
|
```
|
||||||
class SeqNode
|
class SeqNode : Object
|
||||||
{
|
{
|
||||||
static name GetSequenceSlot(int sequence, int type);
|
static name GetSequenceSlot(int sequence, int type);
|
||||||
static void MarkPrecacheSounds(int sequence, int type);
|
static void MarkPrecacheSounds(int sequence, int type);
|
||||||
|
|
|
@ -17,7 +17,7 @@ The predefined layers are:
|
||||||
| `PSprite.Weapon` | `1` | The default layer for all weapons. |
|
| `PSprite.Weapon` | `1` | The default layer for all weapons. |
|
||||||
|
|
||||||
```
|
```
|
||||||
class PSprite play
|
class PSprite : Object play
|
||||||
{
|
{
|
||||||
readonly State CurState;
|
readonly State CurState;
|
||||||
readonly int ID;
|
readonly int ID;
|
||||||
|
|
6
api.md
6
api.md
|
@ -77,7 +77,11 @@ TODO
|
||||||
|
|
||||||
<!-- inter-toc events -->
|
<!-- inter-toc events -->
|
||||||
|
|
||||||
|
* [ConsoleEvent](api-events-ConsoleEvent.md)
|
||||||
|
* [EventHandler](api-events-EventHandler.md)
|
||||||
|
* [RenderEvent](api-events-RenderEvent.md)
|
||||||
|
* [ReplaceEvent](api-events-ReplaceEvent.md)
|
||||||
|
* [StaticEventHandler](api-events-StaticEventHandler.md)
|
||||||
|
|
||||||
<!-- end -->
|
<!-- end -->
|
||||||
|
|
||||||
|
|
6
entry.md
6
entry.md
|
@ -73,9 +73,9 @@ class MyOtherActor : Actor replaces OtherActor {} // OtherActor will now be repl
|
||||||
# Console Commands
|
# Console Commands
|
||||||
|
|
||||||
While ZScript cannot be directly called by console commands, one can use the
|
While ZScript cannot be directly called by console commands, one can use the
|
||||||
`event` and `netevent` console commands. `event` will call the `ConsoleProcess`
|
`event` and `netevent` console commands. `event` will dispatch a non-player
|
||||||
event handler, or `NetworkProcess` if it was not called by a player. `netevent`
|
network event, and `netevent` will dispatch a network event for the player that
|
||||||
acts the same as `EventHandler::SendNetworkEvent`.
|
ran it.
|
||||||
|
|
||||||
# CVARINFO
|
# CVARINFO
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue