| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146 |
- #pragma once
- //========================================================================
- // EventManager.h : implements a multi-listener multi-sender event system
- //
- // Part of the GameCode4 Application
- //
- // GameCode4 is the sample application that encapsulates much of the source code
- // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
- // "Rez" Graham, published by Charles River Media.
- // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
- //
- // If this source code has found it's way to you, and you think it has helped you
- // in any way, do the authors a favor and buy a new copy of the book - there are
- // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
- // by clicking here:
- // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
- //
- // There's a companion web site at http://www.mcshaffry.com/GameCode/
- //
- // The source code is managed and maintained through Google Code:
- // http://code.google.com/p/gamecode4/
- //
- // (c) Copyright 2012 Michael L. McShaffry and David Graham
- //
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the GNU Lesser GPL v3
- // as published by the Free Software Foundation.
- //
- // 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
- // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
- //
- // You should have received a copy of the GNU Lesser GPL v3
- // along with this program; if not, write to the Free Software
- // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- //
- //========================================================================
- #include <strstream>
- #include <functional>
- #include <FastDelegate.h>
- //---------------------------------------------------------------------------------------------------------------------
- // Forward declaration & typedefs
- //---------------------------------------------------------------------------------------------------------------------
- class IEventData;
- typedef unsigned long EventType;
- typedef std::shared_ptr<IEventData> IEventDataPtr;
- typedef fastdelegate::FastDelegate1<IEventDataPtr> EventListenerDelegate;
- // typedef concurrent_queue<IEventDataPtr> ThreadSafeEventQueue;
- //---------------------------------------------------------------------------------------------------------------------
- // IEventData - Chapter 11, page 310
- // Base type for event object hierarchy, may be used itself for simplest event notifications such as those that do
- // not carry additional payload data. If any event needs to propagate with payload data it must be defined separately.
- //---------------------------------------------------------------------------------------------------------------------
- class IEventData
- {
- public:
- virtual ~IEventData(void) {}
- virtual const EventType& VGetEventType(void) const = 0;
- virtual float GetTimeStamp(void) const = 0;
- virtual void VSerialize(std::ostrstream& out) const = 0;
- virtual void VDeserialize(std::istrstream& in) = 0;
- virtual IEventDataPtr VCopy(void) const = 0;
- virtual const char* GetName(void) const = 0;
- //GCC_MEMORY_WATCHER_DECLARATION();
- };
- //---------------------------------------------------------------------------------------------------------------------
- // class BaseEventData - Chapter 11, page 311
- //---------------------------------------------------------------------------------------------------------------------
- class BaseEventData : public IEventData
- {
- const float m_timeStamp;
- public:
- explicit BaseEventData(const float timeStamp = 0.0f) : m_timeStamp(timeStamp) { }
- // Returns the type of the event
- virtual const EventType& VGetEventType(void) const = 0;
- float GetTimeStamp(void) const { return m_timeStamp; }
- // Serializing for network input / output
- virtual void VSerialize(std::ostrstream &out) const { }
- virtual void VDeserialize(std::istrstream& in) { }
- };
- //---------------------------------------------------------------------------------------------------------------------
- // IEventManager Description Chapter 11, page 314
- //
- // This is the object which maintains the list of registered events and their listeners.
- //
- // This is a many-to-many relationship, as both one listener can be configured to process multiple event types and
- // of course multiple listeners can be registered to each event type.
- //
- // The interface to this construct uses smart pointer wrapped objects, the purpose being to ensure that no object
- // that the registry is referring to is destroyed before it is removed from the registry AND to allow for the registry
- // to be the only place where this list is kept ... the application code does not need to maintain a second list.
- //
- // Simply tearing down the registry (e.g.: destroying it) will automatically clean up all pointed-to objects (so long
- // as there are no other outstanding references, of course).
- //---------------------------------------------------------------------------------------------------------------------
- class IEventManager
- {
- public:
- enum eConstants { kINFINITE = 0xffffffff };
- explicit IEventManager(const char* pName, bool setAsGlobal);
- virtual ~IEventManager(void);
- // Registers a delegate function that will get called when the event type is triggered. Returns true if
- // successful, false if not.
- virtual bool VAddListener(const EventListenerDelegate& eventDelegate, const EventType& type) = 0;
- // Removes a delegate / event type pairing from the internal tables. Returns false if the pairing was not found.
- virtual bool VRemoveListener(const EventListenerDelegate& eventDelegate, const EventType& type) = 0;
- // Fire off event NOW. This bypasses the queue entirely and immediately calls all delegate functions registered
- // for the event.
- virtual bool VTriggerEvent(const IEventDataPtr& pEvent) const = 0;
- // Fire off event. This uses the queue and will call the delegate function on the next call to VTick(), assuming
- // there's enough time.
- virtual bool VQueueEvent(const IEventDataPtr& pEvent) = 0;
- // virtual bool VThreadSafeQueueEvent(const IEventDataPtr& pEvent) = 0;
- // Allow for processing of any queued messages, optionally specify a processing time limit so that the event
- // processing does not take too long. Note the danger of using this artificial limiter is that all messages
- // may not in fact get processed.
- //
- // returns true if all messages ready for processing were completed, false otherwise (e.g. timeout )
- virtual bool VUpdate(unsigned long maxMillis = kINFINITE) = 0;
- // Getter for the main global event manager. This is the event manager that is used by the majority of the
- // engine, though you are free to define your own as long as you instantiate it with setAsGlobal set to false.
- // It is not valid to have more than one global event manager.
- static IEventManager* Get(void);
- };
|