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source: code/branches/presentation3/src/libraries/core/Event.h @ 7158

Last change on this file since 7158 was 6800, checked in by dafrick, 15 years ago

Created a new class of triggers called Multitriggers.
MultiTriggers are triggers which (as opposed to normal triggers) have a state for each object triggering the MultiTrigger, that means, that a MultiTrigger can be triggered for two different Players, while not being triggered for a third.
To go with this MultiTrigger I created a data structure (MultitriggerContainer), which helps relaying important information to the objects, that receive the Events of the trigger.
Also there is a MultiDistanceTrigger, which is just the DistanceTrigger as a MultiTrigger.

To make this work I had to make some adjustements to the eventsystem, namely an EventState can now be either an EventState (as it was before) or an EventSink, which means that every efent arriving at the EventState is processed as opposed to just the ones which change the state.
There is a new makro (XMLPortEventSink) to create an EventState with sink behaviour. It can be used exacly as the XMLPortEventState makro.

  • Property svn:eol-style set to native
File size: 3.8 KB
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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#ifndef _Event_H__
30#define _Event_H__
31
32#include "CorePrereqs.h"
33#include <string>
34
35namespace orxonox
36{
37    /**
38        @brief The Event struct contains information about a fired Event.
39    */
40    struct _CoreExport Event
41    {
42        Event(bool activate, BaseObject* originator, const std::string& name) : activate_(activate), originator_(originator), name_(name) {}
43
44        bool        activate_;   //!< True if this is an activating event (the event source was inactive before and just triggered the event) - false otherwise
45        std::string statename_;  //!< The name of the state this event affects
46        BaseObject* originator_; //!< The object which triggered this event
47        std::string name_;       //!< The name of this event
48
49    };
50
51    /**
52        @brief The EventState contains information about an event state.
53
54        An event state is a state of an object, which can be changed by events.
55        Event states are changed through functions. Possible functions headers for set event states are:
56         - memoryless state: function()
57         - boolean state:    function(bool state)
58         - individual state: function(bool state, SomeClass originator)
59
60        Note that SomeClass may be any class deriving from BaseObject. You will not receive events from originators of other classes.
61        The actual class for SomeClass must be specified as the second argument of the XMLPortEventState macro.
62
63        The this pointer of the affected object is hidden in the functors, because the events are processed in the BaseObject, but some
64        statefunctions may be from child-classes.
65    */
66    class _CoreExport EventState
67    {
68        public:
69            EventState(Functor* statefunction, Identifier* subclass, bool bSink = false) : bProcessingEvent_(false), activeEvents_(0), statefunction_(statefunction), subclass_(subclass), bSink_(bSink) {}
70            virtual ~EventState();
71
72            void process(const Event& event, BaseObject* object);
73
74            Functor* getFunctor() const
75                { return this->statefunction_; }
76
77        private:
78            bool        bProcessingEvent_;  //!< This becomes true while the container processes an event (used to prevent loops)
79            int         activeEvents_;      //!< The number of events which affect this state and are currently active
80            Functor*    statefunction_;     //!< A functor to set the state
81            Identifier* subclass_;          //!< Originators must be an instance of this class (usually BaseObject, but some statefunctions allow a second argument with an originator of a specific class)
82            bool        bSink_;             //!< Determines whether the EventState acts as an EventSink forwarding any Event (even if the state didn't change) or in the normal manner, only processing Events that change the state.
83    };
84}
85
86#endif /* _Event_H__ */
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