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feat: RegisterEventForGamemode util function
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tsa96 committed Apr 8, 2024
1 parent 63d68b7 commit a7392e1
Showing 1 changed file with 52 additions and 0 deletions.
52 changes: 52 additions & 0 deletions scripts/util/register-event-for-gamemodes.ts
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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 {
* RegisterEventForGamemode(
* [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);
};
}

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