UnrealScript library and basis for all Acedia Framework mods
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/**
* One of the two classes that make up a core of event system in Acedia.
*
* `Events` (or it's child) class shouldn't be instantiated.
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* Usually module would provide '...Events' class that defines
* certain set of static functions that can generate event calls to
* all it's active listeners.
* If you're simply using modules someone made, -
* you don't need to bother yourself with further specifics.
* If you wish to create your own event generator,
* then first create a `...ListenerBase` object
* (more about it in the description of `Listener` class)
* and set `relatedListener` variable to point to it's class.
* Then for each event create a caller function in your `Event` class,
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* following this template:
* ____________________________________________________________________________
* | static function CallEVENT_NAME(<ARGUMENTS>)
* | {
* | local int i;
* | local array< class<Listener> > listeners;
* | listeners = GetListeners();
* | for (i = 0; i < listeners.length; i += 1)
* | {
* | class<...ListenerBase>(listeners[i])
* | .static.EVENT_NAME(<ARGUMENTS>);
* | }
* | }
* |___________________________________________________________________________
* If each listener must indicate whether it gives it's permission for
* something to happen, then use this template:
* ____________________________________________________________________________
* | static function CallEVENT_NAME(<ARGUMENTS>)
* | {
* | local int i;
* | local bool result;
* | local array< class<Listener> > listeners;
* | listeners = GetListeners();
* | for (i = 0; i < listeners.length; i += 1)
* | {
* | result = class<...ListenerBase>(listeners[i])
* | .static.EVENT_NAME(<ARGUMENTS>);
* | if (!result) return false;
* | }
* | return true;
* | }
* |___________________________________________________________________________
* For concrete example look at
* `MutatorEvents` and `MutatorListenerBase`.
4 years ago
* Copyright 2020 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class Events extends AcediaObject
abstract;
var private array< class<Listener> > listeners;
// Reference to the base class of listeners that are allowed to listen to
// these events
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var public const class<Listener> relatedListener;
// Event class can also auto-spawn a `Service`,
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// in case it's require to generate events
var public const class<Service> connectedServiceClass;
// Set this to `true`if you want `connectedServiceClass` service to also
// auto-shutdown whenever no-one listens to the events.
var public const bool shutDownServiceWithoutListeners;
static public final function array< class<Listener> > GetListeners()
{
return default.listeners;
}
// Make given listener active.
// If listener was already activated also returns 'false'.
static public final function bool ActivateListener(class<Listener> newListener)
{
local int i;
if (newListener == none) return false;
if (!ClassIsChildOf(newListener, default.relatedListener)) return false;
// Spawn service, if absent
if ( default.listeners.length == 0
&& default.connectedServiceClass != none) {
default.connectedServiceClass.static.Require();
}
// Add listener
for (i = 0;i < default.listeners.length;i += 1)
{
if (default.listeners[i] == newListener) {
return false;
}
}
default.listeners[default.listeners.length] = newListener;
return true;
}
// Make given listener inactive.
// If listener wasn't active returns 'false'.
static public final function bool DeactivateListener(class<Listener> listener)
{
local int i;
local bool removedListener;
local Service service;
if (listener == none) return false;
// Remove listener
for (i = 0; i < default.listeners.length; i += 1)
{
if (default.listeners[i] == listener)
{
default.listeners.Remove(i, 1);
removedListener = true;
break;
}
}
// Remove unneeded service
if ( default.shutDownServiceWithoutListeners
&& default.listeners.length == 0
&& default.connectedServiceClass != none)
{
service = Service(default.connectedServiceClass.static.GetInstance());
if (service != none) {
service.Destroy();
}
}
return removedListener;
}
static public final function bool IsActiveListener(class<Listener> listener)
{
local int i;
if (listener == none) return false;
for (i = 0; i < default.listeners.length; i += 1)
{
if (default.listeners[i] == listener)
{
return true;
}
}
return false;
}
defaultproperties
{
relatedListener = class'Listener'
}