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Aquaria/BBGE/Event.h

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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; either version 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef __event__
#define __event__
#include <stdlib.h>
#include <list>
class Event
{
public:
Event() { data = 0; }
Script interface improvements & extensions. - Pointer typechecks are now enabled by default. - enabled all script warnings for non-FULL or DEMO builds by default - Added generic obj_* functions that operate on any type of RenderObject. These give quite low-level control about the renderer, and are quite dangerous too. Subsequently, many functions sharing the same code (*_setPosition, for example) could be removed, and simply call the generic functions after a type check. - Added interface function deathNotify(). The original logic of death notifiers was never used, so i thought i'd make use of it. This is useful in scripts to safely drop dangling pointers. - removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage, which were essentially no-ops. - Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0), now it does only push a return value on the stack if the function is actually supposed to have a retun value. - Allow variadic calling of entity_msg(). Now any parameters can be passed to the function, and the target entity will receive all of them. Any values returned from the entity's msg() callback will be returned by entity_msg() to the original caller. This allows nice RPC-like entity communication. - fixed possible crash in debugLog, bone_update, entity_debugText - added an override function for loadfile() that is case-insensitive like dofile() - entity_createEntity returns the created entity now - spawnParticleEffect returns the associated RenderObject - Added some text rendering functions - Added beam_setFirer() - removed the underflow check in avatar_decrLeaches() I added earlier - added a panic function for Lua. - added the Lua debug library - fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate - misc stuff I forgot
2012-02-05 19:22:54 +00:00
virtual ~Event() {}
virtual void act()=0;
void *data;
};
template <class T>
class FunctionEvent : public Event
{
public:
FunctionEvent(T *who,void (T::*func)(void)):
callee(who),callback(func){}
void act()
{
(callee->*callback)();
}
private:
T *callee;
void (T::*callback)(void);
};
template <class T>
class FunctionEventWithData : public Event
{
public:
FunctionEventWithData(T *who,void (T::*func)(Event*)):
callee(who),callback(func){}
void act()
{
(callee->*callback)(this);
}
private:
T *callee;
void (T::*callback)(Event *e);
};
#define EVENT(x,y) class x : public Event { public: void act(); }; x y;
#define MakeFunctionEvent(type,function) addCreatedEvent(new FunctionEvent<type>(this, &type::function))
#define MakeFunctionEventPointer(type,function,pointer) addCreatedEvent(new FunctionEvent<type>(pointer, &type::function))
#define FuncEvent(type,function) addCreatedEvent(new FunctionEventWithData<type>(this, &type::function))
enum EventManage
{
EVM_NONE = 0,
EVM_CLEANUP = 1,
EVM_MAX
};
class ActionMapper;
class EventPtr
{
public:
EventPtr();
~EventPtr();
void call();
void set(Event *e, EventManage _evm=EVM_NONE);
const EventPtr& operator= (const EventPtr &e);
void clean();
void setActionMapperCallback(ActionMapper *actionMapperCallback, int actionValue, int stateToCall=0);
protected:
Event *e;
unsigned char _evm; // Keep the structure size down.
inline EventManage evm() const {return EventManage(_evm);}
bool stateToCall;
ActionMapper *actionMapperCallback;
int actionValue;
};
class Timer
{
public:
Timer();
void startStopWatch();
void start(float t);
void stop();
bool isDone();
bool isActive();
void update(float dt);
bool updateCheck(float dt);
float getValue();
float getPerc();
EventPtr endEvent, startEvent;
protected:
int running;
float timer, time;
};
class EventPulser
{
public:
EventPulser();
void setInterval(float t);
void update(float dt);
float interval;
float time;
int times;
int randomVariance;
EventPtr e;
};
class EventTimer
{
public:
EventTimer(const EventPtr &p, float time);
void update(float dt);
EventPtr eventPtr;
Timer timer;
};
class EventQueue
{
public:
EventQueue();
void addEvent(const EventPtr &eventPtr, float t);
void update(float dt);
void clear();
int getSize();
private:
typedef std::list<EventTimer> EventTimers;
EventTimers eventTimers;
};
#endif