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source: code/branches/notifications/src/libraries/core/Event.cc @ 7518

Last change on this file since 7518 was 7284, checked in by landauf, 14 years ago

merged consolecommands3 branch back to trunk.

note: the console command interface has changed completely, but the documentation is not yet up to date. just copy an existing command and change it to your needs, it's pretty self-explanatory. also the include files related to console commands are now located in core/command/. in the game it should work exactly like before, except for some changes in the auto-completion.

  • Property svn:eol-style set to native
File size: 4.3 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "Event.h"
30
31#include "BaseObject.h"
32#include "Identifier.h"
33
34namespace orxonox
35{
36    /**
37        @brief Processes an event (calls the set-function if the necessary conditions are met).
38
39        @param event     The fired event
40        @param object    The object whose state is affected by the event (only needed for debug output)
41    */
42    void EventState::process(const Event& event, BaseObject* object)
43    {
44        if (this->bProcessingEvent_)
45        {
46            COUT(2) << "Warning: Detected Event loop in section \"" << event.statename_ << "\" of object \"" << object->getName() << "\" and fired by \"" << event.originator_->getName() << '"' << std::endl;
47            return;
48        }
49
50        this->bProcessingEvent_ = true;
51
52        COUT(4) << "Processing event (EventState) : originator: " << event.originator_->getIdentifier()->getName() << " (&" << event.originator_ << "), activate: " << event.activate_ << ", name: " << event.name_ << ", statename: " << event.statename_ << ", object: " << object->getIdentifier()->getName() << " (&" << object << ")" << "." << std::endl;
53
54        // check if the originator is an instance of the requested class
55        if (event.originator_->isA(this->subclass_))
56        {
57            // If the EventState doesn't act as an EventSink.
58            // actualize the activationcounter
59            if(!this->bSink_)
60            {
61                if (event.activate_)
62                    ++this->activeEvents_;
63                else
64                {
65                    --this->activeEvents_;
66
67                    if (this->activeEvents_ < 0)
68                        this->activeEvents_ = 0;
69                }
70            }
71
72            if (this->statefunction_->getParamCount() == 0 && event.activate_)
73            {
74                // if the eventfunction doesn't have a state, just call it whenever an activation-event comes in
75                (*this->statefunction_)();
76            }
77            else if (this->bSink_ || (!this->bSink_ && ((this->activeEvents_ == 1 && event.activate_) || (this->activeEvents_ == 0 && !event.activate_)) ) )
78            {
79                // if the eventfunction needs a state, we just call the function if the state changed from 0 to 1 (state = true) or from 1 to 0 (state = false) [but not if activeEvents_ is > 1]
80                if (this->statefunction_->getParamCount() == 1)
81                {
82                    // one argument: just the eventstate
83                    (*this->statefunction_)(event.activate_);
84                }
85                else if (this->statefunction_->getParamCount() >= 2)
86                {
87                    // two arguments: the eventstate and the originator
88                    if (this->subclass_->isExactlyA(ClassIdentifier<BaseObject>::getIdentifier()))
89                    {
90                        // if the subclass is BaseObject, we don't have to cast the pointer
91                        (*this->statefunction_)(event.activate_, event.originator_);
92                    }
93                    else
94                    {
95                        // else cast the pointer to the desired class
96                        void* castOriginator = event.originator_->getDerivedPointer(this->subclass_->getClassID());
97                        (*this->statefunction_)(event.activate_, castOriginator);
98                    }
99                }
100            }
101        }
102
103        this->bProcessingEvent_ = false;
104    }
105}
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