Funkin/source/funkin/modding/module/Module.hx

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package funkin.modding.module;
import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEvent.UpdateScriptEvent;
import funkin.modding.events.ScriptEvent.KeyboardInputScriptEvent;
import funkin.modding.events.ScriptEvent.NoteScriptEvent;
import funkin.modding.events.ScriptEvent.SongTimeScriptEvent;
import funkin.modding.events.ScriptEvent.CountdownScriptEvent;
import funkin.modding.IScriptedClass.IPlayStateScriptedClass;
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import funkin.modding.IScriptedClass.IStateChangingScriptedClass;
/**
* A module is a scripted class which receives all events without requiring a specific context.
* You may have the module active at all times, or only when another script enables it.
*/
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class Module implements IPlayStateScriptedClass implements IStateChangingScriptedClass
{
/**
* Whether the module is currently active.
*/
public var active(default, set):Bool = false;
function set_active(value:Bool):Bool
{
this.active = value;
return value;
}
public var moduleId(default, null):String = 'UNKNOWN';
/**
* Determines the order in which modules receive events.
* You can modify this to change the order in which a given module receives events.
*
* Priority 1 is processed before Priority 1000, etc.
*/
public var priority(default, set):Int;
function set_priority(value:Int):Int
{
this.priority = value;
@:privateAccess
ModuleHandler.reorderModuleCache();
return value;
}
/**
* Called when the module is initialized.
* It may not be safe to reference other modules here since they may not be loaded yet.
*
* @param startActive Whether to start with the module active.
* If false, the module will be inactive and must be enabled by another script,
* such as a stage or another module.
*/
public function new(moduleId:String, active:Bool = true, priority:Int = 1000):Void
{
this.moduleId = moduleId;
this.active = active;
this.priority = priority;
}
public function toString()
{
return 'Module(' + this.moduleId + ')';
}
// TODO: Half of these aren't actually being called!!!!!!!
public function onScriptEvent(event:ScriptEvent) {}
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/**
* Called when the module is first created.
* This happens before the title screen appears!
*/
public function onCreate(event:ScriptEvent) {}
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/**
* Called when a module is destroyed.
* This currently only happens when reloading modules with F5.
*/
public function onDestroy(event:ScriptEvent) {}
public function onUpdate(event:UpdateScriptEvent) {}
public function onPause(event:ScriptEvent) {}
public function onResume(event:ScriptEvent) {}
public function onSongStart(event:ScriptEvent) {}
public function onSongEnd(event:ScriptEvent) {}
public function onSongReset(event:ScriptEvent) {}
public function onGameOver(event:ScriptEvent) {}
public function onGameRetry(event:ScriptEvent) {}
public function onNoteHit(event:NoteScriptEvent) {}
public function onNoteMiss(event:NoteScriptEvent) {}
public function onStepHit(event:SongTimeScriptEvent) {}
public function onBeatHit(event:SongTimeScriptEvent) {}
public function onCountdownStart(event:CountdownScriptEvent) {}
public function onCountdownStep(event:CountdownScriptEvent) {}
public function onCountdownEnd(event:CountdownScriptEvent) {}
public function onSongLoaded(eent:SongLoadScriptEvent) {}
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public function onStateChangeBegin(event:StateChangeScriptEvent) {}
public function onStateChangeEnd(event:StateChangeScriptEvent) {}
}