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source: code/branches/presentation2/src/libraries/core/Event.cc @ 6250

Last change on this file since 6250 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 4.0 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 Destructor: Deletes the functor of the event state.
38    */
39    EventState::~EventState()
40    {
41        if (this->statefunction_)
42            delete this->statefunction_;
43    }
44
45    /**
46        @brief Processes an event (calls the set-function if the necessary conditions are met).
47       
48        @param event     The fired event
49        @param object    The object whose state is affected by the event (only needed for debug output)
50    */
51    void EventState::process(const Event& event, BaseObject* object)
52    {
53        if (this->bProcessingEvent_)
54        {
55            COUT(2) << "Warning: Detected Event loop in section \"" << event.statename_ << "\" of object \"" << object->getName() << "\" and fired by \"" << event.originator_->getName() << "\"" << std::endl;
56            return;
57        }
58
59        this->bProcessingEvent_ = true;
60
61        // check if the originator is an instance of the requested class
62        if (event.originator_->isA(this->subclass_))
63        {
64            // actualize the activationcounter
65            if (event.activate_)
66                ++this->activeEvents_;
67            else
68            {
69                --this->activeEvents_;
70
71                if (this->activeEvents_ < 0)
72                    this->activeEvents_ = 0;
73            }
74
75            if (this->statefunction_->getParamCount() == 0 && event.activate_)
76            {
77                // if the eventfunction doesn't have a state, just call it whenever an activation-event comes in
78                (*this->statefunction_)();
79            }
80            else if ((this->activeEvents_ == 1 && event.activate_) || (this->activeEvents_ == 0 && !event.activate_))
81            {
82                // 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]
83                if (this->statefunction_->getParamCount() == 1)
84                {
85                    // one argument: just the eventstate
86                    (*this->statefunction_)(this->activeEvents_);
87                }
88                else if (this->statefunction_->getParamCount() >= 2)
89                {
90                    // two arguments: the eventstate and the originator
91                    if (this->subclass_->isExactlyA(ClassIdentifier<BaseObject>::getIdentifier()))
92                    {
93                        // if the subclass is BaseObject, we don't have to cast the pointer
94                        (*this->statefunction_)(this->activeEvents_, event.originator_);
95                    }
96                    else
97                    {
98                        // else cast the pointer to the desired class
99                        void* castedOriginator = event.originator_->getDerivedPointer(this->subclass_->getClassID());
100                        (*this->statefunction_)(this->activeEvents_, castedOriginator);
101                    }
102                }
103            }
104        }
105
106        this->bProcessingEvent_ = false;
107    }
108}
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