8.1 KiB
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
typetype
if it is registered, ornull
if it does not exist. -
OnRegister
Called when this type is registered. This is where you should set
Order
,IsUiProcessor
andRequireMouse
. -
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 calledOwnerDied
, and the target is set to the damage source, just beforeKILL
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 afterDamageMobj
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 afterHudMessage
s are drawn and power-ups are drawn, just before ゴゴゴ「The Log」ゴゴゴ is drawn. You may useScreen
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 theRespawn
function, for example when theresurrect
cheat is used. -
PlayerDied
Called after
WorldThingDied
andGetDeathHeight
, and after the actor's thing special is activated, when the obituary has been displayed, just beforeDEATH
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
istrue
. 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 ifRequireMouse
istrue
. Because this interacts directly with the OS it is not part of the game simulation, therefore hasui
scope and must dispatch commands to the game as networked events. If the return value istrue
, the function will block any further handlers from processing this event, essentially "eating" it. If the return value isfalse
, 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 toUiProcess
, 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 throughUiProcess
. This is mainly for optimization purposes. -
RequireMouse
If
true
, mouse events will be sent to this event handler throughInputProcess
and/orUiProcess
. This is mainly for optimization purposes.