/** * 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 . */ 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() { DummyCall(); } protected function Constructor() { connect = none; } protected function Finalizer() { super.Finalizer(); connect = none; } */ /* TEMPLATE for handlers with returned values: delegate connect() { 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 { }