event_dispatcher_v0.h

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00001 /*
00002 **  ClanLib SDK
00003 **  Copyright (c) 1997-2009 The ClanLib Team
00004 **
00005 **  This software is provided 'as-is', without any express or implied
00006 **  warranty.  In no event will the authors be held liable for any damages
00007 **  arising from the use of this software.
00008 **
00009 **  Permission is granted to anyone to use this software for any purpose,
00010 **  including commercial applications, and to alter it and redistribute it
00011 **  freely, subject to the following restrictions:
00012 **
00013 **  1. The origin of this software must not be misrepresented; you must not
00014 **     claim that you wrote the original software. If you use this software
00015 **     in a product, an acknowledgment in the product documentation would be
00016 **     appreciated but is not required.
00017 **  2. Altered source versions must be plainly marked as such, and must not be
00018 **     misrepresented as being the original software.
00019 **  3. This notice may not be removed or altered from any source distribution.
00020 **
00021 **  Note: Some of the libraries ClanLib may link to may have additional
00022 **  requirements or restrictions.
00023 **
00024 **  File Author(s):
00025 **
00026 **    Magnus Norddahl
00027 */
00028 
00031 
00032 #pragma once
00033 
00034 #include "event.h"
00035 #include <map>
00036 #include "../../Core/Signals/callback_v1.h"
00037 
00041 class CL_NetGameEventDispatcher_v0
00042 {
00043 public:
00044         typedef CL_Callback_v1<const CL_NetGameEvent &> CallbackClass;
00045 
00046         CallbackClass &func_event(const CL_String &name) { return event_handlers[name]; }
00047 
00053         bool dispatch(const CL_NetGameEvent &game_event);
00054 
00055 private:
00056         std::map<CL_String, CallbackClass> event_handlers;
00057 };
00058 
00059 inline bool CL_NetGameEventDispatcher_v0::dispatch(const CL_NetGameEvent &game_event)
00060 {
00061         std::map<CL_String, CallbackClass>::iterator it;
00062         it = event_handlers.find(game_event.get_name());
00063         if (it != event_handlers.end() && !it->second.is_null())
00064         {
00065                 it->second.invoke(game_event);
00066                 return true;
00067         }
00068         else
00069         {
00070                 return false;
00071         }
00072 }
00073 
00075 

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