Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
CryENGINE Game Programming with C++, C#, and Lua

You're reading from   CryENGINE Game Programming with C++, C#, and Lua For developers wanting to create 3D games, CryENGINE offers the intuitive route to success and this book is the complete guide to using it. Learn to use sophisticated tools and build super-real, super-addictive games.

Arrow left icon
Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781849695909
Length 276 pages
Edition 1st Edition
Languages
Arrow right icon
Toc

Table of Contents (14) Chapters Close

Preface 1. Introduction and Setup 2. Visual Scripting with Flowgraph FREE CHAPTER 3. Creating and Utilizing Custom Entities 4. Game Rules 5. Creating Custom Actors 6. Artificial Intelligence 7. The User Interface 8. Multiplayer and Networking 9. Physics Programming 10. Rendering Programming 11. Effects and Sound 12. Debugging and Profiling Index

Creating UI game event systems


The UI system utilizes the IUIGameEventSystem interface to communicate with flowgraph, allowing for custom functions and events to be defined in the same manner in which the ActionScript assets are exposed.

This is used to allow user interfaces to access game and engine functionalities such as getting a list of playable levels. Each game event system specifies its category, which is then used in the Flowgraph Editor to define the category of functions and events registered.

For example, if we create an event system named MyUI using IFlashUI::CreateEventSystem, all functions will be found by navigating to UI | Functions | MyUI.

Implementing IUIGameEventSystem

Implementing IUIGameEventSystem doesn't require much work; there are only the following three pure virtuals that we need to assign:

  • GetTypeName: This is not directly overridden; use the UIEVENTSYSTEM macro instead.

  • InitEventSystem: This is called to initialize the event system.

  • UnloadEventSystem: This is called...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image