In this article I will introduce you to event handling within CryEngine 3 and give a brief overview of the many listeners you can utilise within your project.
Learning the CryEngine code can be daunting at first. It’s large, non-trivial and complex. Approximately 220,000 lines of C++ are provided with the CryEngine FreeSDK, and much of that is densely packed headers. A good first step is to purchase one or more of the books which introduce you to programming with the engine. I have personally read and can recommend:
Each of them has their strengths and weaknesses, and despite overlaps in some areas of content you should more than get your money’s worth from reading them. They’re a steal if you buy them for Kindle. For this article I will assume you have at least basic knowledge of CryEngine, and decent C++ skills.
Let’s get started!
One of the key design patterns you will see throughout the CryEngine SDK is the observer pattern. In this pattern one object maintains a list of dependant objects and is responsible for notifying them of changes in it’s state. Within CryEngine they are generally denoted as classes and structs whose name end in Listener e.g. IGameRulesKillListener.
Before writing any code you should become familiar, at least generally, with each of the listeners which are available. But first, let’s look at how you attach yourself to a subject class as a listening object.
Perhaps the first listener you might come across is IGameFrameworkListener. An IGameFrameworkListener is an object that listens for events from the framework. These are high level type events, such as when the game is saved or loaded, when a level ends or at the end of the update cycle. In order to start listening to these events you need to register yourself with the subject. Typically, this would be done during the init phase for your object.
First, you need to make sure your object inherits from IGameFrameworkListener, so add that to your listening class declaration. Next, add the pure virtual methods declared within the listener struct / class. In this case you would add a set of declarations similar to these:
// IGameFramework
virtual void OnPostUpdate (float fDeltaTime) {};
virtual void OnSaveGame (ISaveGame* pSaveGame) {};
virtual void OnLoadGame (ILoadGame* pLoadGame) {};
virtual void OnLevelEnd (const char* nextLevel) {};
virtual void OnActionEvent (const SActionEvent& event) {};
virtual void OnPreRender() {};
I’ve stubbed most of mine out for now with empty implementations. If you don’t do that be sure to add the definition of the functions into your cpp file or your compile will fail.
Then, somewhere in the code, most likely within the init routine, you will make a call to RegisterListener on the game framework e.g.
if(IGame *pGame = gEnv->pGame)
{
pGame->GetIGameFramework()->RegisterListener(this, "CFlowSaveGameNode", FRAMEWORKLISTENERPRIORITY_DEFAULT);
}
You will also need to add a piece of code to unregister the listener when you are unloaded e.g.
g_pGame->GetIGameFramework()->UnregisterListener(this);
Once that is all compiled and running you should be able to see your implementations of the virtual functions being called at the appropriate points in the code execution. Pretty easy so far! The hard part is knowing what interfaces CryTek have made available for you to listen with.
I’ve run Doxygen on the gamesdk code to get an idea of what is available. At this time roughly forty classes are declared as listeners. I’ll give a brief summary of each of them below.
Provides access to basic events, such as entering and leaving a menu, mouse clicks, or keyboard character input.
struct IBasicEventListener
{
enum EAction
{
eA_Default,
eA_None,
eA_ActivateAndEat
};
virtual ~IBasicEventListener();
virtual EAction OnClose(HWND hWnd) = 0;
virtual EAction OnMouseActivate(HWND hWnd) = 0;
virtual EAction OnEnterSizeMove(HWND hWnd) = 0;
virtual EAction OnExitSizeMove(HWND hWnd) = 0;
virtual EAction OnEnterMenuLoop(HWND hWnd) = 0;
virtual EAction OnExitMenuLoop(HWND hWnd) = 0;
virtual EAction OnHotKey(HWND hWnd) = 0;
virtual EAction OnSycChar(HWND hWnd) = 0;
virtual EAction OnChar(HWND hWnd, WPARAM wParam) = 0;
virtual EAction OnIMEChar(HWND hWnd) = 0;
virtual EAction OnSysKeyDown(HWND hWnd, WPARAM wParam, LPARAM lParam) = 0;
virtual EAction OnSetCursor(HWND hWnd) = 0;
virtual EAction OnMouseMove(HWND hWnd, LPARAM lParam) = 0;
virtual EAction OnLeftButtonDown(HWND hWnd, LPARAM lParam) = 0;
virtual EAction OnLeftButtonUp(HWND hWnd, LPARAM lParam) = 0;
virtual EAction OnLeftButtonDoubleClick(HWND hWnd, LPARAM lParam) = 0;
virtual EAction OnMouseWheel(HWND hWnd, LPARAM lParam, short WheelDelta) = 0;
virtual EAction OnMove(HWND hWnd, LPARAM lParam) = 0;
virtual EAction OnSize(HWND hWnd, LPARAM lParam) = 0;
virtual EAction OnActivate(HWND hWnd, WPARAM wParam) = 0;
virtual EAction OnSetFocus(HWND hWnd) = 0;
virtual EAction OnKillFocus(HWND hWnd) = 0;
virtual EAction OnWindowPositionChanged(HWND hWnd) = 0;
virtual EAction OnWindowStyleChanged(HWND hWnd) = 0;
virtual EAction OnInputLanguageChanged(HWND hWnd, WPARAM wParam, LPARAM lParam) = 0;
virtual EAction OnSysCommand(HWND hWnd, WPARAM wParam) = 0;
};
This is utilised by patching and downloading objects. It provides a simple interface to inform you when a download completes or if it fails.
struct IDataListener
{
virtual void DataDownloaded (CDownloadableResourcePtr inResource) = 0;
virtual void DataFailedToDownload (CDownloadableResourcePtr inResource) = 0;
virtual ~IDataListener ();
};
Used by the CDataPatchDownloader class.
struct IDataPatcherListener
{
virtual void DataPatchAvailable () = 0;
virtual void DataPatchNotAvailable () = 0;
virtual ~IDataPatcherListener () {}
};
Unknown at time of writing.
struct IEnvironmentalWeaponEventListener
{
// Called when Rip anim is started
virtual void OnRipStart () = 0;
// Called at the point within the rip action that the actual 'detach/Unroot' occurs
virtual void OnRipDetach () = 0;
// Called at the end of the rip anim
virtual void OnRipEnd () = 0;
virtual ~IEnvironmentalWeaponEventListener () {};
};
Only used within the CFireMode class.
struct IFireModeListener
{
virtual ~IFireModeListener () {}
virtual void OnFireModeDeleted () = 0;
virtual void OnFireModeActivated (bool activated) = 0;
};
Used within the anti-cheat code.
class IGameLobbyEventListener
{
public:
virtual ~IGameLobbyEventListener () {}
virtual void InsertedUser (CryUserID userId, const char* userName) = 0;
virtual void SessionChanged (const CrySessionHandle inOldSession, const CrySessionHandle inNewSession) = 0;
};
Used by the game rules routines. Purpose is unknown at time of writing.
class IGameRulesActorActionListener
{
public:
virtual ~IGameRulesActorActionListener () {}
virtual void OnAction (const ActionId& actionId, int activationMode, float value) = 0;
};
This notifies you of client connection events.
class IGameRulesClientConnectionListener
{
public:
virtual ~IGameRulesClientConnectionListener () {}
virtual void OnClientConnect (int channelId, bool isReset, EntityId playerId) = 0;
virtual void OnClientDisconnect (int channelId, EntityId playerId) = 0;
virtual void OnClientEnteredGame (int channelId, bool isReset, EntityId playerId) = 0;
virtual void OnOwnClientEnteredGame () = 0;
};
Notification event for when a client scores.
class IGameRulesClientScoreListener
{
public:
virtual ~IGameRulesClientScoreListener () {}
virtual void ClientScoreEvent (EGameRulesScoreType type, int points, EXPReason inReason, int currentTeamScore) = 0;
};
Notification of when an entity is killed.
class IGameRulesKillListener
{
public:
virtual ~IGameRulesKillListener () {}
virtual void OnEntityKilledEarly (const HitInfo& hitInfo) = 0;
virtual void OnEntityKilled (const HitInfo& hitInfo) = 0;
};
Purpose is unknown at time of writing.
class IGameRulesModuleRMIListener
{
public:
virtual ~IGameRulesModuleRMIListener () {}
virtual void OnSingleEntityRMI (CGameRules::SModuleRMIEntityParams params) = 0;
virtual void OnDoubleEntityRMI (CGameRules::SModuleRMITwoEntityParams params) = 0;
virtual void OnEntityWithTimeRMI (CGameRules::SModuleRMIEntityTimeParams params) = 0;
virtual void OnSvClientActionRMI (CGameRules::SModuleRMISvClientActionParams params, EntityId fromEid) = 0;
};
Notification for entities picking up and dropping items.
class IGameRulesPickupListener
{
public:
virtual ~IGameRulesPickupListener () {}
virtual void OnItemPickedUp (EntityId itemId, EntityId actorId) = 0;
virtual void OnItemDropped (EntityId itemId, EntityId actorId) = 0;
virtual void OnPickupEntityAttached (EntityId entityId, EntityId actorId) = 0;
virtual void OnPickupEntityDetached (EntityId entityId, EntityId actorId, bool isOnRemove) = 0;
};
Purpose is unknown at time of writing.
class IGameRulesPlayerStatsListener
{
public:
virtual ~IGameRulesPlayerStatsListener () {}
virtual void ClPlayerStatsNetSerializeReadDeath (const SGameRulesPlayerStat* s, uint16 prevDeathsThisRound, uint8 prevFlags) = 0;
};
It appears to be a notification of when an entity is revived.
class IGameRulesRevivedListener
{
public:
virtual ~IGameRulesRevivedListener () {}
virtual void EntityRevived (EntityId entityId) = 0;
};
Used by the game rules code.
class IGameRulesRoundsListener
{
public:
virtual ~IGameRulesRoundsListener () {}
virtual void OnRoundStart () = 0;
virtual void OnRoundEnd () = 0;
virtual void OnSuddenDeath () = 0;
virtual void ClRoundsNetSerializeReadState (int newState, int curState) = 0;
virtual void OnRoundAboutToStart () = 0;
};
Used by the game rules code.
class IGameRulesStateListener
{
public:
virtual ~IGameRulesStateListener () {}
virtual void OnIntroStart () = 0;
virtual void OnGameStart () = 0;
virtual void OnGameEnd () = 0;
virtual void OnStateEntered (IGameRulesStateModule::EGR_GameState newGameState) = 0;
};
Used by the game rules code.
class IGameRulesSurvivorCountListener
{
public:
virtual ~IGameRulesSurvivorCountListener () {}
virtual void SvSurvivorCountRefresh (int count, const EntityId survivors[], int numKills) = 0;
};
Used by the game rules code.
class IGameRulesTeamChangedListener
{
public:
virtual ~IGameRulesTeamChangedListener () {}
virtual void OnChangedTeam (EntityId entityId, int oldTeamId, int newTeamId) = 0;
};
This handles event notifications from the HUD.
struct IHUDEventListener
{
virtual ~IHUDEventListener () {}
virtual void OnHUDEvent (const SHUDEvent& event) = 0;
};
This can be seen in class CPickAndThrowWeapon where it responds helps to calculate hits from a thrown weapon.
struct IMeleeCollisionHelperListener
{
virtual ~IMeleeCollisionHelperListener () {}
virtual void OnSuccesfulHit (const ray_hit& hitResult) = 0;
virtual void OnFailedHit () = 0;
};
Used by path finding managers for notification of when a path is completed.
struct IMPPathFollowingListener
{
virtual void OnPathCompleted (EntityId attachedEntityId) = 0;
virtual ~IMPPathFollowingListener () {};
};
Only known use is by the dedicated server to know permissions have changed and that it is time to quit.
class IPatchPakManagerListener
{
public:
virtual ~IPatchPakManagerListener () {}
virtual void UpdatedPermissionsNowAvailable () = 0;
};
Notification of actions undertaken by the player. This includes support for entering and exiting vehicles, switching between first and third person cameras, picking up, dropping and using items, death and stance changes, among others.
It also handles special moves for the player. Currently only jump and sprint are defined.
struct IPlayerEventListener
{
enum ESpecialMove
{
eSM_Jump = 0,
eSM_SpeedSprint,
};
virtual ~IPlayerEventListener () {}
virtual void OnEnterVehicle (IActor* pActor, const char* strVehicleClassName, const char* strSeatName, bool bThirdPerson) {};
virtual void OnExitVehicle (IActor* pActor) {};
virtual void OnToggleThirdPerson (IActor* pActor, bool bThirdPerson) {};
virtual void OnItemDropped (IActor* pActor, EntityId itemId) {};
virtual void OnItemPickedUp (IActor* pActor, EntityId itemId) {};
virtual void OnItemUsed (IActor* pActor, EntityId itemId) {};
virtual void OnStanceChanged (IActor* pActor, EStance stance) {};
virtual void OnSpecialMove (IActor* pActor, ESpecialMove move) {};
virtual void OnDeath (IActor* pActor, bool bIsGod) {};
virtual void OnObjectGrabbed (IActor* pActor, bool bIsGrab, EntityId objectId, bool bIsNPC, bool bIsTwoHanded) {};
virtual void OnHealthChanged (IActor* pActor, float newHealth) {};
virtual void OnRevive (IActor* pActor, bool bIsGod) {};
virtual void OnSpectatorModeChanged (IActor* pActor, uint8 mode) {};
virtual void OnPickedUpPickableAmmo (IActor* pActor, IEntityClass* pAmmoType, int count) {}
};
The OnEvent function listens for important game events such as EMP blasts, first blood kills and stealth kills. It is only used by the CPersistantStats class to keep a tally of these events.
struct IPlayerProgressionEventListener
{
virtual ~IPlayerProgressionEventListener () {}
virtual void OnEvent (EPPType type, bool skillKill, void* data) = 0;
};
Listener interface for player updates.
struct IPlayerUpdateListener
{
virtual ~IPlayerUpdateListener () {}
virtual void Update (float fFrameTime) = 0;
};
Used by the lobby manager for setting private games.
struct IPrivateGameListener
{
virtual ~IPrivateGameListener () {}
virtual void SetPrivateGame (const bool privateGame) = 0;
};
Here be dragons. The OnLaunch function is called whenever a projectile is launched. OnProjectilePhysicsPostStep has warnings about thread safety and doesn’t look like it is meant for external use.
struct IProjectileListener
{
// NB: Must be physics-thread safe IF its called from the physics OnPostStep
virtual void OnProjectilePhysicsPostStep (CProjectile* pProjectile, EventPhysPostStep* pEvent, int bPhysicsThread) {}
// Called from Main thread
virtual void OnLaunch (CProjectile* pProjectile, const Vec3& pos, const Vec3& velocity) {}
protected:
// Should never be called
virtual ~IProjectileListener () {}
};
Purpose is unknown at time of writing.
class IRecordingSystemListener
{
public:
virtual ~IRecordingSystemListener() {}
virtual void OnPlaybackRequested( const SPlaybackRequest& info ) {}
virtual void OnPlaybackStarted( const SPlaybackInfo& info ) {}
virtual void OnPlaybackEnd( const SPlaybackInfo& info ) {}
};
Squad managment notifications.
class ISquadEventListener
{
public:
// Local squad events
enum ESquadEventType
{
eSET_CreatedSquad,
eSET_MigratedSquad,
eSET_JoinedSquad,
eSET_LeftSquad,
};
public:
virtual ~ISquadEventListener () {}
virtual void AddedSquaddie (CryUserID userId) = 0;
virtual void RemovedSquaddie (CryUserID userId) = 0;
virtual void UpdatedSquaddie (CryUserID userId) = 0;
virtual void SquadLeaderChanged (CryUserID userId) = 0;
virtual void SquadEvent (ISquadEventListener::ESquadEventType eventType) = 0;
};
This appears to be a notification of when the user changes the game controls.
struct IUIControlSchemeListener
{
virtual ~IUIControlSchemeListener() {};
virtual bool OnControlSchemeChanged(const EControlScheme controlScheme) = 0;
};
Notification of important game rule events.
struct SGameRulesListener
{
virtual ~SGameRulesListener () {}
virtual void GameOver (EGameOverType localWinner, bool isClientSpectator) {}
virtual void EnteredGame () {}
virtual void EndGameNear (EntityId id) {}
virtual void ClientEnteredGame (EntityId clientId) {}
virtual void ClientDisconnect (EntityId clientId) {}
virtual void OnActorDeath (CActor* pActor) {}
virtual void SvOnTimeLimitExpired () {}
virtual void ClTeamScoreFeedback (int teamId, int prevScore, int newScore) {}
void GetMemoryUsage (ICrySizer* pSizer) const {}
};
That’s just a brief description of each of the observer declarations I was able to find. Hopefully this will give you an idea of what sort of events you can subscribe to and how they are used within existing code. I encourage you to work your way through the source files, it’s currently the best documentation we have available.
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