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/** | ||
* Pass an event that should be only registered when playing certain gamemodes. | ||
* | ||
* This function will register/unregister the provided events handler when gamemodes change. | ||
* | ||
* It returns a function that will clean up both event handlers. It's unlikely we'll ever need to use it, | ||
* so usually you can just discard it. | ||
* | ||
* @example | ||
* ```ts | ||
* // In the static initializer block for some panel's class, call the onUpdate function on this class | ||
* // whenever the 'HudProcessInput' event is fired, ONLY if the current gamemode is Gamemode.DEFRAG. | ||
* static { | ||
* RegisterEventForGamemodes( | ||
* [GameMode.DEFRAG], | ||
* 'HudProcessInput', | ||
* $.GetContextPanel(), | ||
* this.onUpdate.bind(this) | ||
* ); | ||
* } | ||
* ``` | ||
* @param gamemodes - Gamemodes to register the callback for. Handler is unregistered for any other modes. | ||
* @param event - Event name | ||
* @param context - Panel context | ||
* @param callbackFn - Event callback | ||
* @returns Cleanup function that unregisters both event handlers | ||
*/ | ||
function RegisterEventForGamemodes( | ||
gamemodes: number[], | ||
event: string, | ||
context: string | Panel, | ||
callbackFn: (...args: unknown[]) => void | ||
): () => void { | ||
let innerHandle: number | undefined; | ||
const outerHandle = $.RegisterForUnhandledEvent('LevelInitPostEntity', () => { | ||
// @ts-expect-error - TODO: Typings for this API | ||
if (!innerHandle && gamemodes.includes(GameModeAPI.GetCurrentGameMode())) { | ||
innerHandle = $.RegisterEventHandler(event, context, callbackFn); | ||
} else if (innerHandle) { | ||
$.UnregisterEventHandler(event, context, innerHandle); | ||
innerHandle = undefined; | ||
} | ||
}); | ||
|
||
return () => { | ||
if (innerHandle) { | ||
$.UnregisterEventHandler(event, context, innerHandle); | ||
} | ||
|
||
$.UnregisterForUnhandledEvent('LevelInitPostEntity', outerHandle); | ||
}; | ||
} | ||
|
||
interface RegisterHUDPanelForGamemodeOptions { | ||
context: object; | ||
contextPanel: Panel; | ||
gamemodes: number[]; | ||
onLoad?: Func; | ||
handledEvents?: Array<{ event: string; callback: Func; contextPanel: Panel }>; | ||
unhandledEvents?: Array<{ event: string; callback: Func }>; | ||
} | ||
|
||
/** | ||
* Mark a panel as being only active in the given gamemodes. | ||
* | ||
* The panel will be set to `visible=true` in the given modes, and `false` in all others. | ||
* | ||
* Any events provided will be registered at `LevelInitPostEntity` when the given a map is launched in the provided | ||
* modes, and unregistered in any other modes. | ||
* | ||
* An optional `onLoad` function will be called whenever a launched in the provided modes. | ||
* | ||
* You must provide the current JS context with `context`, and don't need to use `.bind(this)` on any functions you pass. | ||
* | ||
* @example | ||
* // Simplest usage, only visible in SURF. | ||
* class MyEpicSurfPanel { | ||
* static { | ||
* RegisterHUDPanelForGamemode({ | ||
* gamemodes: [Gamemode.SURF], | ||
* context: this, | ||
* contextPanel: $.GetContextPanel() | ||
* }) | ||
* } | ||
* } | ||
* | ||
* // More advanced example. | ||
* class MyFuckedUpBhopPanel { | ||
* static { | ||
* RegisterHUDPanelForGamemode({ | ||
* gamemodes: [Gamemode.BHOP], | ||
* context: this, | ||
* contextPanel: $.GetContextPanel(), | ||
* onLoad: this.setup, | ||
* handledEvents: [{ | ||
* event: 'HudProcessInput', | ||
* callback: this.onUpdate, | ||
* contextPanel: $.GetContextPanel() | ||
* }] | ||
* }) | ||
* } | ||
* | ||
* static setup() { | ||
* // ... | ||
* } | ||
* | ||
* static onUpdate() { | ||
* // ... | ||
* } | ||
* } | ||
* | ||
* @returns Cleanup function that unregisters all event handlers | ||
*/ | ||
function RegisterHUDPanelForGamemode({ | ||
context, | ||
contextPanel, | ||
onLoad, | ||
gamemodes, | ||
handledEvents, | ||
unhandledEvents | ||
}: RegisterHUDPanelForGamemodeOptions): () => void { | ||
if (!(gamemodes?.length > 0)) { | ||
throw new Error('RegisterHUDPanelForGamemode: no gamemode provided'); | ||
} | ||
|
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let handles: Array<{ event: string; handle: number; contextPanel?: Panel }>; | ||
|
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const unregister = () => | ||
(handles ?? []).forEach(({ event, handle, contextPanel }) => | ||
contextPanel === undefined | ||
? $.UnregisterForUnhandledEvent(event, handle) | ||
: $.UnregisterEventHandler(event, contextPanel, handle) | ||
); | ||
|
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const handle = $.RegisterForUnhandledEvent('LevelInitPostEntity', () => { | ||
unregister(); | ||
handles = []; | ||
|
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// @ts-expect-error - TODO: Typings for this API | ||
if (gamemodes.includes(GameModeAPI.GetCurrentGameMode())) { | ||
contextPanel.visible = true; | ||
onLoad?.call(context); | ||
|
||
for (const { event, callback } of unhandledEvents ?? []) { | ||
handles.push({ | ||
event, | ||
handle: $.RegisterForUnhandledEvent(event, callback.bind(context)) | ||
}); | ||
} | ||
|
||
for (const { event, contextPanel, callback } of handledEvents ?? []) { | ||
handles.push({ | ||
event, | ||
contextPanel, | ||
handle: $.RegisterEventHandler(event, contextPanel, callback.bind(context)) | ||
}); | ||
} | ||
} else { | ||
contextPanel.visible = false; | ||
} | ||
}); | ||
|
||
return () => { | ||
unregister(); | ||
$.UnregisterForUnhandledEvent('LevelInitPostEntity', handle); | ||
}; | ||
} |