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