/** | |
\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); | |
}; |