Torque3D/Engine/source/console/simEvents.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

163 lines
5.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _SIMEVENTS_H_
#define _SIMEVENTS_H_
#ifndef _SIM_H_
#include "console/sim.h"
#endif
#ifndef _UTIL_DELEGATE_H_
#include "core/util/delegate.h"
#endif
// Forward Refs
class SimObject;
class Semaphore;
class ConsoleValue;
/// Represents a queued event in the sim.
///
/// Sim provides an event queue for your convenience, which
/// can be used to schedule events. A few things which use
/// this event queue:
///
/// - The scene lighting system. In order to keep the game
/// responsive while scene lighting occurs, the lighting
/// process is divided into little chunks. In implementation
/// terms, there is a subclass of SimEvent called
/// SceneLightingProcessEvent. The process method of this
/// subclass calls into the lighting code, telling it to
/// perform the next chunk of lighting calculations.
/// - The schedule() console function uses a subclass of
/// SimEvent called SimConsoleEvent to keep track of
/// scheduled events.
class SimEvent
{
public:
SimEvent *nextEvent; ///< Linked list details - pointer to next item in the list.
SimTime startTime; ///< When the event was posted.
SimTime time; ///< When the event is scheduled to occur.
U32 sequenceCount; ///< Unique ID. These are assigned sequentially based on order
/// of addition to the list.
SimObject *destObject; ///< Object on which this event will be applied.
SimEvent() { nextEvent = NULL; startTime = 0; time = 0; sequenceCount = 0; destObject = NULL; }
virtual ~SimEvent() {} ///< Destructor
///
/// A dummy virtual destructor is required
/// so that subclasses can be deleted properly
/// Function called when event occurs.
///
/// This is where the meat of your event's implementation goes.
///
/// See any of the subclasses for ideas of what goes in here.
///
/// The event is deleted immediately after processing. If the
/// object referenced in destObject is deleted, then the event
/// is not called. The even will be executed unconditionally if
/// the object referenced is NULL.
///
/// @param object Object stored in destObject.
virtual void process(SimObject *object)=0;
};
/// Implementation of schedule() function.
///
/// This allows you to set a console function to be
/// called at some point in the future.
class SimConsoleEvent : public SimEvent
{
protected:
S32 mArgc;
ConsoleValue *mArgv;
bool mOnObject;
public:
/// Constructor
///
/// Pass the arguments of a function call, optionally on an object.
///
/// The object for the call to be executed on is specified by setting
/// onObject and storing a reference to the object in destObject. If
/// onObject is false, you don't need to store anything into destObject.
///
/// The parameters here are passed unmodified to Con::execute() at the
/// time of the event.
///
/// @see Con::execute(S32 argc, const char *argv[])
/// @see Con::execute(SimObject *object, S32 argc, const char *argv[])
SimConsoleEvent(S32 argc, ConsoleValue *argv, bool onObject);
~SimConsoleEvent();
void process(SimObject *object) override;
/// Creates a reference to our internal args list in argv
void populateArgs(ConsoleValue *argv);
};
// NOTE: SimConsoleThreadExecCallback & SimConsoleThreadExecEvent moved to engineAPI.h
/// Used by Con::threadSafeExecute()
struct SimConsoleThreadExecCallback
{
Semaphore *sem;
ConsoleValue retVal;
SimConsoleThreadExecCallback();
~SimConsoleThreadExecCallback();
void handleCallback(ConsoleValue ret);
ConsoleValue waitForResult();
};
class SimConsoleThreadExecEvent : public SimConsoleEvent
{
SimConsoleThreadExecCallback *cb;
public:
SimConsoleThreadExecEvent(S32 argc, ConsoleValue *argv, bool onObject, SimConsoleThreadExecCallback *callback);
SimConsoleThreadExecCallback& getCB() { return *cb; }
void process(SimObject *object) override;
};
/// General purpose SimEvent which calls a Delegate<void()> callback.
class SimDelegateEvent : public SimEvent
{
public:
U32 *mEventId;
Delegate<void()> mCallback;
void process( SimObject* ) override
{
// Clear the event id and call the delegate.
*mEventId = InvalidEventId;
mCallback();
}
};
#endif // _SIMEVENTS_H_