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