EventManagerImpl.h 2.7 KB

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  1. #pragma once
  2. //========================================================================
  3. // EventMangerImpl.cpp : implementation side of the event system
  4. //
  5. // Part of the GameCode4 Application
  6. //
  7. // GameCode4 is the sample application that encapsulates much of the source code
  8. // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
  9. // "Rez" Graham, published by Charles River Media.
  10. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
  11. //
  12. // If this source code has found it's way to you, and you think it has helped you
  13. // in any way, do the authors a favor and buy a new copy of the book - there are
  14. // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
  15. // by clicking here:
  16. // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
  17. //
  18. // There's a companion web site at http://www.mcshaffry.com/GameCode/
  19. //
  20. // The source code is managed and maintained through Google Code:
  21. // http://code.google.com/p/gamecode4/
  22. //
  23. // (c) Copyright 2012 Michael L. McShaffry and David Graham
  24. //
  25. // This program is free software; you can redistribute it and/or
  26. // modify it under the terms of the GNU Lesser GPL v3
  27. // as published by the Free Software Foundation.
  28. //
  29. // This program is distributed in the hope that it will be useful,
  30. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  31. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
  32. // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
  33. //
  34. // You should have received a copy of the GNU Lesser GPL v3
  35. // along with this program; if not, write to the Free Software
  36. // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  37. //
  38. //========================================================================
  39. #include "EventManager.h"
  40. const unsigned int EVENTMANAGER_NUM_QUEUES = 2;
  41. class EventManager : public IEventManager
  42. {
  43. typedef std::list<EventListenerDelegate> EventListenerList;
  44. typedef std::map<EventType, EventListenerList> EventListenerMap;
  45. typedef std::list<IEventDataPtr> EventQueue;
  46. EventListenerMap m_eventListeners;
  47. EventQueue m_queues[EVENTMANAGER_NUM_QUEUES];
  48. int m_activeQueue; // index of actively processing queue; events enque to the opposing queue
  49. public:
  50. explicit EventManager(const char* pName, bool setAsGlobal);
  51. virtual ~EventManager(void);
  52. virtual bool VAddListener(const EventListenerDelegate& eventDelegate, const EventType& type);
  53. virtual bool VRemoveListener(const EventListenerDelegate& eventDelegate, const EventType& type);
  54. virtual bool VTriggerEvent(const IEventDataPtr& pEvent) const;
  55. virtual bool VQueueEvent(const IEventDataPtr& pEvent);
  56. virtual bool VUpdate(unsigned long maxMillis = kINFINITE);
  57. };