Files
itgmania212121/stepmania/src/MessageManager.h
T
Glenn Maynard 751f678a8a Instead of handling broadcasted messages immediately, queue them and
do them later in the update.  This allows threadsafety (sending messages from
other threadS), and will eventually be merged with ScreenMessages.  This
doesn't mean that all messages have to be delayed; we can send messages
to an actor directly, like SendMessageToTopScreen.  This only affects broadcasted
messages, which act like PostMessageToTopScreen(x, 0).
2005-07-12 03:07:54 +00:00

186 lines
5.5 KiB
C++

/* MessageManager - Control lights. */
#ifndef MessageManager_H
#define MessageManager_H
#include <deque>
class IMessageSubscriber
{
public:
virtual ~IMessageSubscriber() { }
virtual void HandleMessage( const CString& sMessage ) = 0;
virtual void ProcessMessages( float fDeltaTime );
void ClearMessages( const CString sMessage = "" );
private:
struct QueuedMessage
{
CString sMessage;
float fDelayRemaining;
};
void HandleMessageInternal( const CString& sMessage );
deque<QueuedMessage> m_aMessages;
friend class MessageManager;
};
struct lua_State;
enum Message
{
MESSAGE_CURRENT_STYLE_CHANGED,
MESSAGE_CURRENT_SONG_CHANGED,
MESSAGE_CURRENT_STEPS_P1_CHANGED,
MESSAGE_CURRENT_STEPS_P2_CHANGED,
MESSAGE_CURRENT_COURSE_CHANGED,
MESSAGE_CURRENT_TRAIL_P1_CHANGED,
MESSAGE_CURRENT_TRAIL_P2_CHANGED,
MESSAGE_EDIT_STEPS_TYPE_CHANGED,
MESSAGE_EDIT_SOURCE_STEPS_CHANGED,
MESSAGE_EDIT_SOURCE_STEPS_TYPE_CHANGED,
MESSAGE_EDIT_PREFERRED_DIFFICULTY_P1_CHANGED,
MESSAGE_EDIT_PREFERRED_DIFFICULTY_P2_CHANGED,
MESSAGE_EDIT_PREFERRED_COURSE_DIFFICULTY_P1_CHANGED,
MESSAGE_EDIT_PREFERRED_COURSE_DIFFICULTY_P2_CHANGED,
MESSAGE_EDIT_COURSE_ENTRY_INDEX_CHANGED,
MESSAGE_GOAL_COMPLETE_P1,
MESSAGE_GOAL_COMPLETE_P2,
MESSAGE_NOTE_CROSSED,
MESSAGE_NOTE_WILL_CROSS_IN_500MS,
MESSAGE_NOTE_WILL_CROSS_IN_1000MS,
MESSAGE_NOTE_WILL_CROSS_IN_1500MS,
MESSAGE_CARD_REMOVED_P1,
MESSAGE_CARD_REMOVED_P2,
MESSAGE_BEAT_CROSSED,
MESSAGE_MENU_UP_P1,
MESSAGE_MENU_UP_P2,
MESSAGE_MENU_DOWN_P1,
MESSAGE_MENU_DOWN_P2,
MESSAGE_MENU_LEFT_P1,
MESSAGE_MENU_LEFT_P2,
MESSAGE_MENU_RIGHT_P1,
MESSAGE_MENU_RIGHT_P2,
MESSAGE_MADE_CHOICE_P1,
MESSAGE_MADE_CHOICE_P2,
MESSAGE_COIN_INSERTED,
MESSAGE_SIDE_JOINED_P1,
MESSAGE_SIDE_JOINED_P2,
MESSAGE_PLAYERS_FINALIZED,
MESSAGE_ASSIST_TICK_CHANGED,
MESSAGE_AUTOSYNC_CHANGED,
MESSAGE_PREFERRED_SONG_GROUP_CHANGED,
MESSAGE_PREFERRED_COURSE_GROUP_CHANGED,
NUM_MESSAGES, // leave this at the end
MESSAGE_INVALID
};
const CString& MessageToString( Message m );
class MessageManager
{
public:
MessageManager();
~MessageManager();
void Subscribe( IMessageSubscriber* pSubscriber, const CString& sMessage );
void Subscribe( IMessageSubscriber* pSubscriber, Message m );
void Unsubscribe( IMessageSubscriber* pSubscriber, const CString& sMessage );
void Unsubscribe( IMessageSubscriber* pSubscriber, Message m );
void Broadcast( const CString& sMessage ) const;
void Broadcast( Message m ) const;
// Lua
void PushSelf( lua_State *L );
};
extern MessageManager* MESSAGEMAN; // global and accessable from anywhere in our program
template<class T>
class BroadcastOnChange
{
private:
Message mSendWhenChanged;
T val;
public:
BroadcastOnChange( Message m ) { mSendWhenChanged = m; }
const T Get() const { return val; }
void Set( T t ) { val = t; MESSAGEMAN->Broadcast( MessageToString(mSendWhenChanged) ); }
operator T () const { return val; }
bool operator == ( const T &other ) const { return val == other; }
bool operator != ( const T &other ) const { return val != other; }
};
template<class T, int N>
class BroadcastOnChange1D
{
private:
typedef BroadcastOnChange<T> MyType;
vector<MyType> val;
public:
BroadcastOnChange1D( Message m )
{
for( unsigned i=0; i<N; i++ )
val.push_back( BroadcastOnChange<T>((Message)(m+i)) );
}
const BroadcastOnChange<T>& operator[]( unsigned i ) const { return val[i]; }
BroadcastOnChange<T>& operator[]( unsigned i ) { return val[i]; }
};
template<class T>
class BroadcastOnChangePtr
{
private:
Message mSendWhenChanged;
T *val;
public:
BroadcastOnChangePtr( Message m ) { mSendWhenChanged = m; val = NULL; }
const T* Get() const { return val; }
void Set( T* t ) { val = t; if(MESSAGEMAN) MESSAGEMAN->Broadcast( MessageToString(mSendWhenChanged) ); }
operator T* () const { return val; }
T* operator->() const { return val; }
};
template<class T, int N>
class BroadcastOnChangePtr1D
{
private:
typedef BroadcastOnChangePtr<T> MyType;
vector<MyType> val;
public:
BroadcastOnChangePtr1D( Message m )
{
for( unsigned i=0; i<N; i++ )
val.push_back( BroadcastOnChangePtr<T>((Message)(m+i)) );
}
const BroadcastOnChangePtr<T>& operator[]( unsigned i ) const { return val[i]; }
BroadcastOnChangePtr<T>& operator[]( unsigned i ) { return val[i]; }
};
#endif
/*
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* 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, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* 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 OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/