Custom game states
RED4ext offers the possibility to attach custom game states to the game. These can be used to initialize or do some things before or after the game system are available, such as scripting system.
State functions
Every state has the following functions:
OnEnter
Called immediately after the state is activated. This function is called once by the game, so be careful what you want to do here. A good example is to initalize some memory that is needed later.
Return
The return value is not taken in consideration. It is recommended to always return
true
for future proofing.
OnUpdate
Called every frame. This function can contain more complex code.
Return
false
- if the state did not finish executing.true
- if the state finished executing.
OnExit
Called when the state is ending. This function is called once by the game, so be careful what you want to do here.
Return
The return value is not taken in consideration. It is recommended to always return
true
for future proofing.
Game's Life Cycle
Example
#include <RED4ext/RED4ext.hpp>
bool BaseInit_OnEnter(RED4ext::CGameApplication* aApp)
{
return true;
}
bool BaseInit_OnUpdate(RED4ext::CGameApplication* aApp)
{
static uint32_t i = 0;
if (i == 3)
{
return true;
}
i++;
return false;
}
bool BaseInit_OnExit(RED4ext::CGameApplication* aApp)
{
return true;
}
bool Shutdown_OnUpdate(RED4ext::CGameApplication* aApp)
{
static uint32_t i = 0;
if (i == 3)
{
return true;
}
i++;
return false;
}
RED4EXT_C_EXPORT bool RED4EXT_CALL Main(RED4ext::PluginHandle aHandle, RED4ext::EMainReason aReason, const RED4ext::Sdk* aSdk)
{
switch (aReason)
{
case RED4ext::EMainReason::Load:
{
RED4ext::GameState initState;
initState.OnEnter = &BaseInit_OnEnter;
initState.OnUpdate = &BaseInit_OnUpdate;
initState.OnExit = &BaseInit_OnExit;
aSdk->gameStates->Add(aHandle, RED4ext::EGameStateType::BaseInitialization, &initState);
RED4ext::GameState shutdownState;
shutdownState.OnEnter = nullptr;
shutdownState.OnUpdate = &Shutdown_OnUpdate;
shutdownState.OnExit = nullptr;
aSdk->gameStates->Add(aHandle, RED4ext::EGameStateType::Shutdown, &shutdownState);
break;
}
case RED4ext::EMainReason::Unload:
{
break;
}
}
return true;
}
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