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66 lines
1.4 KiB
66 lines
1.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef GAME_EVENT_LISTENER_H |
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#define GAME_EVENT_LISTENER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "igameevents.h" |
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extern IGameEventManager2 *gameeventmanager; |
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// A safer method than inheriting straight from IGameEventListener2. |
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// Avoids requiring the user to remove themselves as listeners in |
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// their deconstructor, and sets the serverside variable based on |
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// our dll location. |
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class CGameEventListener : public IGameEventListener2 |
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{ |
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public: |
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CGameEventListener() : m_bRegisteredForEvents(false) |
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{ |
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} |
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~CGameEventListener() |
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{ |
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StopListeningForAllEvents(); |
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} |
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void ListenForGameEvent( const char *name ) |
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{ |
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m_bRegisteredForEvents = true; |
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#ifdef CLIENT_DLL |
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bool bServerSide = false; |
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#else |
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bool bServerSide = true; |
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#endif |
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if ( gameeventmanager ) |
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gameeventmanager->AddListener( this, name, bServerSide ); |
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} |
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void StopListeningForAllEvents() |
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{ |
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// remove me from list |
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if ( m_bRegisteredForEvents ) |
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{ |
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if ( gameeventmanager ) |
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gameeventmanager->RemoveListener( this ); |
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m_bRegisteredForEvents = false; |
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} |
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} |
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// Intentionally abstract |
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virtual void FireGameEvent( IGameEvent *event ) = 0; |
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private: |
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// Have we registered for any events? |
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bool m_bRegisteredForEvents; |
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}; |
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#endif
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