| /** | |
| \brief ScriptCallQueue Class provide "lazy" calls - when we don't want to execute function immediately but later during frame update (used mainly in UI) | |
| \n usage: | |
| @code | |
| class Arkanoid extends Game | |
| { | |
| ref ScriptCallQueue m_CallQueue = new ScriptCallQueue(); | |
| ScriptCallQueue GetCallQueue() { | |
| return m_CallQueue; | |
| } | |
| override void OnUpdate(float timeslice) | |
| { | |
| m_CallQueue.Tick(timeslice); | |
| ... | |
| } | |
| ... | |
| } | |
| class MyObject | |
| { | |
| int m_cnt = 0; | |
| void Hello(int p1, string p2) | |
| { | |
| Print("Hello( " + p1 + " , " + p2 + ")"); | |
| } | |
| void Test() | |
| { | |
| Print(m_cnt); | |
| m_cnt++; | |
| if (m_cnt > 10) | |
| { | |
| ScriptCallQueue queue = GetGame().GetCallQueue(); | |
| queue.Remove(Test); | |
| } | |
| } | |
| } | |
| void Test(MyObject obj) | |
| { | |
| ScriptCallQueue queue = GetGame().GetCallQueue(); | |
| queue.CallLater(obj.Hello, 5000, false, 65, "world"); // adds call 'obj.Hello(65, "world")' into queue, and it will be executed once after 5s | |
| queue.CallLater(obj.Test, 3000, true); // adds call 'obj.Test()' into queue, and it will be executed each 3s | |
| queue.Call(obj.Hello, 72, "world 2"); // adds call 'obj.Hello(72, "world 2")' into queue, and it will be executed next frame (on next call of ScriptCallQueue.Tick) | |
| } | |
| @endcode | |
| */ | |
| class ScriptCallQueue | |
| { | |
| //! executes calls on queue if their time is already elapsed, if 'repeat = false' call is removed from queue | |
| proto native void Tick(float timeslice); | |
| //! adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed) | |
| proto void Call(func fn, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL); | |
| //! adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed) | |
| proto void CallByName(Class obj, string fnName , Param params = NULL); | |
| //! adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed) | |
| proto void CallLater(func fn, int delay = 0, bool repeat = false, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL); | |
| //! adds call into the queue with given parameters and arguments (arguments are held in memory until the call is executed/removed or ScriptCallQueue is destroyed) | |
| proto void CallLaterByName(Class obj, string fnName, int delay = 0, bool repeat = false, Param params = NULL); | |
| //! remove specific call from queue | |
| proto void Remove(func fn); | |
| //! return Remaining time to the call execution (in miliseconds) | |
| proto int GetRemainingTime(func fn); | |
| //! remove specific call from queue | |
| proto void RemoveByName(Class obj, string fnName); | |
| //! return Remaining time to the call execution (in miliseconds) | |
| proto int GetRemainingTimeByName(Class obj, string fnName); | |
| //! remove all calls from queue | |
| proto native void Clear(); | |
| }; | |
| /** | |
| \brief ScriptInvoker Class provide list of callbacks | |
| \n usage: | |
| @code | |
| class Player | |
| { | |
| ref ScriptInvoker m_DeathInvoker = new ScriptInvoker(); | |
| void OnKilled() | |
| { | |
| m_DeathInvoker.Invoke(this); | |
| } | |
| } | |
| void LogPlayerDeath(p) | |
| { | |
| Print("RIP " + p); | |
| } | |
| class Game | |
| { | |
| void RemovePlayer(Player p) | |
| { | |
| } | |
| void GameOver() | |
| { | |
| } | |
| } | |
| void OnPlayerSpaned(Player p) | |
| { | |
| Game game = GetGame(); | |
| p.m_DeathInvoker.Insert(LogPlayerDeath); | |
| p.m_DeathInvoker.Insert(game.RemovePlayer); | |
| p.m_DeathInvoker.Insert(game.GameOver); | |
| } | |
| @endcode | |
| */ | |
| class ScriptInvoker | |
| { | |
| //! invoke call on all inserted methods with given arguments | |
| proto void Invoke(void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL); | |
| //! insert method to list | |
| proto bool Insert(func fn, int flags = EScriptInvokerInsertFlags.IMMEDIATE); | |
| //! remove specific call from list | |
| proto bool Remove(func fn, int flags = EScriptInvokerRemoveFlags.ALL); | |
| //! count how many times this fn is actively present in the Invoker | |
| proto int Count(func fn); | |
| //! remove all calls from list | |
| proto native void Clear(); | |
| }; | |
| enum EScriptInvokerInsertFlags | |
| { | |
| NONE, | |
| /** | |
| \brief It gets added in immediately, which means that when called while an invoker is running, it will call this newly added call in the same run | |
| \note Default flag, as that is the original behaviour, although it might cause endless Insert chain now... (still better than undefined behaviour) | |
| \note In case of "Possible endless Insert detected" VME, either create an exit, remove the IMMEDIATE flag or make the insert UNIQUE | |
| \note The Endless Insert is detected by seeing if "amount of calls > initial size + 128" | |
| */ | |
| IMMEDIATE, | |
| /** | |
| \brief Only one call to this instance+method is ever expected | |
| \note Will throw a VME when a second one is attempted to be added | |
| \note If it was already added without the flag, it will also throw a VME and keep the first of all previously inserted | |
| */ | |
| UNIQUE, | |
| } | |
| enum EScriptInvokerRemoveFlags | |
| { | |
| NONE, | |
| /** | |
| \brief Default flag | |
| \note Don't use this if you want it to remove only the last insert instead of all of them | |
| */ | |
| ALL, | |
| } | |
| /** | |
| \brief Designed to hold 1 valid call | |
| */ | |
| class ScriptCaller | |
| { | |
| //! ScriptCaller is meant to be created through Create | |
| private void ScriptCaller(); | |
| //! Creates a ScriptCaller | |
| static proto ScriptCaller Create(func fn); | |
| //! Replaces the current registered func with the new one, throws errors if unsuccessful | |
| proto void Init(func fn); | |
| //! Invoke call on the registered func, throws errors if unsuccessful | |
| proto void Invoke(void param1 = null, void param2 = null, void param3 = null, void param4 = null, void param5 = null, void param6 = null, void param7 = null, void param8 = null, void param9 = null); | |
| //! Checks if the ScriptCaller is valid | |
| proto bool IsValid(); | |
| /** | |
| \brief Compares this script caller against another script caller | |
| \note May return true even if either one is invalid | |
| @code | |
| class SomeClass | |
| { | |
| void SomeMethod() | |
| { | |
| } | |
| } | |
| void Test() | |
| { | |
| SomeClass instanceA = new SomeClass(); | |
| SomeClass instanceB = new SomeClass(); | |
| ScriptCaller callerA; | |
| ScriptCaller callerB; | |
| //! Two methods that are to the same instance | |
| callerA = ScriptCaller.Create(instanceA.SomeMethod); | |
| callerB = ScriptCaller.Create(instanceA.SomeMethod); | |
| Print(callerA.Equals(callerB)); //! "1" | |
| Print(callerA == callerB); //! "0" | |
| Print(callerA); //! "ScriptCaller callerA = ScriptCaller<87bc2d40>" | |
| Print(callerB); //! "ScriptCaller callerB = ScriptCaller<87bc3600>" | |
| //! Two methods belonging to different instances | |
| callerA = ScriptCaller.Create(instanceA.SomeMethod); | |
| callerB = ScriptCaller.Create(instanceB.SomeMethod); | |
| Print(callerA.Equals(callerB)); //! "0" | |
| Print(callerA == callerB); //! "0" | |
| Print(callerA); //! "ScriptCaller callerA = ScriptCaller<87bc3c40>" | |
| Print(callerB); //! "ScriptCaller callerB = ScriptCaller<87bc2d40>" | |
| } | |
| @endcode | |
| */ | |
| proto bool Equals(notnull ScriptCaller other); | |
| }; |