Event Listeners
For more specific examples on how to use the functions you can look through the Example Plugin
When putting the function into the API subscriber functions don't add the brackets ()
. Eg. for the AddDrawPluginUI one you would just run it like API::AddDrawPluginUI(DrawUI);
.
AddDrawPluginUI
Syntax
Parameters
func
The function you want to be ran every frame
that the TygerFramework menu is open
.
Return Value
bool
If the input function is successfully subscribed to the draw plugin UI event
it'll return true
.
AddPluginImGuiWantCaptureMouse
Required for fixing the resize cursor
on plugin windows, and to stop
the game from registering inputs while the window is focused
Syntax
Parameters
func
The function you want to be used to check if your plugin's ImGui context has any windows that want mouse capture.
//To block clicks from the game when the window is focused
bool GUI::ImGuiWantCaptureMouse() {
//WantCaptureMouse works better than window focus
return ImGui::GetIO().WantCaptureMouse;
}
return:
Just return your plugin's ImGui WantCaptureMouse state.
Return Value
bool
If the input function is successfully subscribed to the ImGui want capture mouse event
it'll return true
.
AddPluginWndProc
Required for interacting
with your ImGui window.
Also used to block any WndProc events from the game by returning true
.
Syntax
//Make sure to cast this, otherwise TygerFramework won't get the return value
API::AddPluginWndProc((WndProcFunc)func);
Parameters
func
The function you want any WndProc events to be sent to.
//WndProc to be able to interact with imgui or block any WndProc from interacting with the Ty window
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
bool WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
if (API::DrawingGUI())
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
return false;
}
Return Value
bool
If the input function is successfully subscribed to the WndProc event
it'll return true
.
AddTickBeforeGame
Tick event that runs every frame before
the game runs its own logic.
Syntax
Parameters
func
The function you want to be ran every frame before
the game's logic.
deltaSeconds
The amount of seconds the last frame took to render.
Return Value
bool
If the input function is successfully subscribed to the tick before game event
it'll return true
.
AddOnTyInitialized
Only in v1.1.0 or newer ↓
Event that fires once Ty has finished it's initialization step
Syntax
Parameters
func
The function you want to be ran once the game is initialized.
Return Value
bool
If the input function is successfully subscribed to the on Ty initialized event
it'll return true
.
AddOnTyBeginShutdown
Only in v1.1.0 or newer ↓
Event that fires when Ty starts shutting down, before it has a chance to deinitialize anything. Useful for if you need to deinitialize something before Ty shuts down to avoid a crash/error
Recommended only to have shutdown logic that would cause a crash with the game on this event, instead of general shutdown logic for your plugin. As this in some cases won't run (usually when Ty is closed through the close button on the window)
Syntax
Parameters
func
The function you want to be ran when Ty begins shutting down.
Return Value
bool
If the input function is successfully subscribed to the on Ty begin shutdown event
it'll return true
.