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Funkin/source/funkin/modding/module/Module.hx
2025-08-13 13:15:26 -04:00

238 lines
6 KiB
Haxe

package funkin.modding.module;
import funkin.modding.IScriptedClass.IPlayStateScriptedClass;
import funkin.modding.IScriptedClass.IStateChangingScriptedClass;
import funkin.modding.events.ScriptEvent;
/**
* Parameters used to initialize a module.
*/
typedef ModuleParams =
{
/**
* The state this module is associated with.
* If set, this module will only receive events when the game is in this state.
*/
?state:Class<Dynamic>
}
/**
* 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.
*/
@:nullSafety
class Module implements IPlayStateScriptedClass implements IStateChangingScriptedClass
{
/**
* Whether the module is currently active.
*/
public var active(default, set):Bool = true;
function set_active(value:Bool):Bool
{
return this.active = 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 = 1000;
function set_priority(value:Int):Int
{
this.priority = value;
@:privateAccess
ModuleHandler.reorderModuleCache();
return value;
}
/**
* The state this module is associated with.
* If set, this module will only receive events when the game is in this state.
*/
public var state:Null<Class<Dynamic>> = null;
/**
* Called when the module is initialized.
* It may not be safe to reference other modules here since they may not be loaded yet.
*
* NOTE: To make the module start inactive, call `this.active = false` in the constructor.
*/
public function new(moduleId:String, priority:Int = 1000, ?params:ModuleParams):Void
{
this.moduleId = moduleId;
this.priority = priority;
if (params != null)
{
this.state = params.state ?? null;
}
}
public function toString()
{
return 'Module(' + this.moduleId + ')';
}
// TODO: Half of these aren't actually being called!!!!!!!
/**
* Called when ANY script event is dispatched.
*/
public function onScriptEvent(event:ScriptEvent) {}
/**
* Called when the module is first created.
* This happens before the title screen appears!
*/
public function onCreate(event:ScriptEvent) {}
/**
* Called when a module is destroyed.
* This currently only happens when reloading modules with F5.
*/
public function onDestroy(event:ScriptEvent) {}
/**
* Called every frame.
*/
public function onUpdate(event:UpdateScriptEvent) {}
/**
* Called when the game is paused.
*/
public function onPause(event:PauseScriptEvent) {}
/**
* Called when the game is resumed.
*/
public function onResume(event:ScriptEvent) {}
/**
* Called when the song begins.
*/
public function onSongStart(event:ScriptEvent) {}
/**
* Called when the song ends.
*/
public function onSongEnd(event:ScriptEvent) {}
/**
* Called when the player dies.
*/
public function onGameOver(event:ScriptEvent) {}
/**
* Called when a note on the strumline has been rendered and is now onscreen.
* This gets dispatched for both the player and opponent strumlines.
*/
public function onNoteIncoming(event:NoteScriptEvent) {}
/**
* Called when a note has been hit.
* This gets dispatched for both the player and opponent strumlines.
*/
public function onNoteHit(event:HitNoteScriptEvent) {}
/**
* Called when a note has been missed.
* This gets dispatched for both the player and opponent strumlines.
*/
public function onNoteMiss(event:NoteScriptEvent) {}
public function onNoteHoldDrop(event:HoldNoteScriptEvent) {}
/**
* Called when the player presses a key without any notes present.
*/
public function onNoteGhostMiss(event:GhostMissNoteScriptEvent) {}
/**
* Called when a step is hit in the song.
*/
public function onStepHit(event:SongTimeScriptEvent) {}
/**
* Called when a beat is hit in the song.
*/
public function onBeatHit(event:SongTimeScriptEvent) {}
/**
* Called when a song event is triggered.
*/
public function onSongEvent(event:SongEventScriptEvent) {}
/**
* Called when the countdown begins.
*/
public function onCountdownStart(event:CountdownScriptEvent) {}
/**
* Called for every step in the countdown.
*/
public function onCountdownStep(event:CountdownScriptEvent) {}
/**
* Called when the countdown ends, but BEFORE the song starts.
*/
public function onCountdownEnd(event:CountdownScriptEvent) {}
/**
* Called when the song's chart has been parsed and loaded.
*/
public function onSongLoaded(event:SongLoadScriptEvent) {}
/**
* Called when the game is about to switch to a new state.
*/
public function onStateChangeBegin(event:StateChangeScriptEvent) {}
/**
* Called after the game has switched to a new state.
*/
public function onStateChangeEnd(event:StateChangeScriptEvent) {}
/**
* Called when the game regains focus.
* This does not get called if "Pause on Unfocus" is disabled.
*/
public function onFocusGained(event:FocusScriptEvent) {}
/**
* Called when the game loses focus.
* This does not get called if "Pause on Unfocus" is disabled.
*/
public function onFocusLost(event:FocusScriptEvent) {}
/**
* Called when the game is about to open a substate.
*/
public function onSubStateOpenBegin(event:SubStateScriptEvent) {}
/**
* Called when a substate has been opened.
*/
public function onSubStateOpenEnd(event:SubStateScriptEvent) {}
/**
* Called when the game is about to close a substate.
*/
public function onSubStateCloseBegin(event:SubStateScriptEvent) {}
/**
* Called when a substate has been closed.
*/
public function onSubStateCloseEnd(event:SubStateScriptEvent) {}
/**
* Called when the song has been restarted.
*/
public function onSongRetry(event:SongRetryEvent) {}
}