|
|
|
/**
|
|
|
|
* 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.:
|
|
|
|
* `_.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
|
|
|
|
{
|
|
|
|
}
|