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<h3 class="subsection"> 4.4.4 Frame phase events </h3>

<p>To handle events during different points of frame processing, handlers of
<samp>&lsquo;csevFrame&rsquo;</samp> can use simple helper macros to classify themselves as 
belonging to any of six &ldquo;phases&rdquo; of frame creation.
</p>
<ul>
<li> 
<em>Logic</em> - game logic to be performed before any rendering is done.
Use the <samp>&lsquo;CS_EVENTHANDLER_PHASE_LOGIC(x)&rsquo;</samp> macro.
</li><li> 
<em>3D</em> - rendering of the 3D view, after the logic phase and before
the 2D phase.  Use the <samp>&lsquo;CS_EVENTHANDLER_PHASE_3D(x)&rsquo;</samp> macro.
</li><li> 
<em>2D</em> - rendering of 2D overlays; after the 3D phase and before
the console phase.  Use the <samp>&lsquo;CS_EVENTHANDLER_PHASE_2D(x)&rsquo;</samp> macro.
</li><li> 
<em>Console</em> - used primarily by the Crystal Entity Layer
(<small>CEL</small>), after the 2D phase and before the Debug phase.  Use the
<samp>&lsquo;CS_EVENTHANDLER_PHASE_CONSOLE(x)&rsquo;</samp> macro.
</li><li> 
<em>Debug</em> - used primarily by the <samp>&lsquo;bugplug&rsquo;</samp> plugin, after the
console phase and before the frame phase.  Use the
<samp>&lsquo;CS_EVENTHANDLER_PHASE_DEBUG(x)&rsquo;</samp> macro.
</li><li> 
<em>Frame</em> - final rendering to the screen, after the debug phase.
Use the <samp>&lsquo;CS_EVENTHANDLER_PHASE_FRAME(x)&rsquo;</samp> macro.
</li></ul>

<p>These macros, included in the declaration of an event handler class, 
provide all of the naming and constraint methods to make instances of
that handler class schedule their subscriptions to <samp>&lsquo;csevFrame&rsquo;</samp>
within the appropriate phase.  (You will not be able to use these macros
if you need to subscribe the handler to events besides <samp>&lsquo;csevFrame&rsquo;</samp>
and apply ordering constraints for those events.)
</p>

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