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.
* `Signal`s, along with `Slot`s, are used for communication between
* objects. Signals can be connected to slots of appropriate class and emitted.
* When a signal is emitted, all connected slots are notified and their handler
* is called.
* This `Signal`-`Slot` system is essentially a wrapper for delegates
* (`Slot` wraps over a single delegate, allowing us to store them in array),
* but, unlike them, makes it possible to add several handlers for any event in
* a convenient to use way, e.g.:
* `_server.unreal.OnTick(self).connect = myTickHandler`
* To create your own `Slot` you need to:
* 1. Make a non-abstract child class of `Signal`;
* 2. Use one of the templates presented in this file below.
* More detailed information can be found in documentation.
* Copyright 2021 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 Slot extends AcediaObject
abstract;
var private bool dummyMethodCalled;
var private AcediaObject myReceiver;
var private int myReceiverLifeVersion;
var private Signal mySignal;
/* TEMPLATE for handlers without returned values:
delegate connect(<PARAMETERS>)
{
DummyCall();
}
protected function Constructor()
{
connect = none;
}
protected function Finalizer()
{
super.Finalizer();
connect = none;
}
*/
/* TEMPLATE for handlers with returned values:
delegate <RETURN_TYPE> connect(<PARAMETERS>)
{
DummyCall();
// Return anything you want:
// this value will be filtered inside corresponding `Signal`
return <???>;
}
protected function Constructor()
{
connect = none;
}
protected function Finalizer()
{
super.Finalizer();
connect = none;
}
*/
protected function Finalizer()
{
dummyMethodCalled = false;
if (mySignal != none) {
mySignal.RemoveSlot(self);
}
mySignal = none;
myReceiver = none;
}
/**
* Calling this method marks caller `Slot` as "empty", i.e. having an empty
* delegate. `Slot`s like that are deleted from `Signal`s upon detection.
*
* Must be called inside your `connect()` implementation.
*/
protected final function DummyCall()
{
dummyMethodCalled = true;
// We do not want to call `mySignal.RemoveSlot(self)` here, since
// `mySignal` is likely in process of iterating through it's `Slot`s
// and removing (or adding) `Slot`s from it can mess up that process.
}
/**
* Initialized caller `Slot` to receive signals emitted by `newOwnerSignal`.
*
* Can only be done once for every `Slot`.
*
* @param newOwnerSignal `Signal` we want to receive emitted signals from.
* @param receiver Receiver object that caused creation of this `Slot`.
* @return `true` if initialization was successful and `false` otherwise
* (if `newOwnerSignal` is invalid or caller `Slot` was
* already initialized).
*/
public final function bool Initialize(
Signal newOwnerSignal,
AcediaObject receiver)
{
if (mySignal != none) {
return false;
}
if (receiver != none && receiver.IsAllocated())
{
myReceiver = receiver;
myReceiverLifeVersion = receiver.GetLifeVersion();
}
if (newOwnerSignal == none || !newOwnerSignal.IsAllocated())
{
FreeSelf();
return false;
}
mySignal = newOwnerSignal;
return true;
}
/**
* Checks if caller `Slot` was initialized to receive `testSignal`'s signals.
*
* @param testSignal `Signal` to test.
* @return `true` if caller `Slot` was initialized to receiver `testSignal`'s
* signals and `false` otherwise.
*/
public final function bool IsOwnerSignal(Signal testSignal)
{
return (mySignal == testSignal);
}
/**
* Disconnects all the `Slot`s that belong to receiver of the caller `Slot`
* from our owner signal `mySignal`.
*
* Method's name does not reflect what it does well, however this is done
* deliberately to provide an overall more intuitive user interface to
* signals and slots that allows for receiver to disconnect from `Signal` in
* the similar way to how it connects:
* `eventSource.OnSomeEvent(self).connect = handler`
* `eventSource.OnSomeEvent(self).Disconnect()`
*/
public final function Disconnect()
{
if (mySignal == none) return;
if (myReceiver == none) return;
if (myReceiver.GetLifeVersion() != myReceiverLifeVersion) return;
mySignal.Disconnect(myReceiver);
}
/**
* Checks if caller `Slot` was detected to be "empty", i.e. having an empty
* delegate. `Slot`s like that are deleted from `Signal`s upon detection.
*
* @return `true` if caller `Slot` is empty (and should be removed from the
* appropriate `Signal`) and `false` otherwise.
*/
public final function bool IsEmpty()
{
return dummyMethodCalled;
}
defaultproperties
{
}