mirror of
https://github.com/Relintai/pandemonium_engine.git
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67 lines
3.0 KiB
C++
67 lines
3.0 KiB
C++
/*************************************************************************/
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/* visual_server_callbacks.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUAL_SERVER_CALLBACKS_H
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#define VISUAL_SERVER_CALLBACKS_H
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#include "core/local_vector.h"
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#include "core/object_id.h"
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#include "core/os/mutex.h"
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class VisualServerCallbacks {
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public:
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enum CallbackType {
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CALLBACK_NOTIFICATION_ENTER_GAMEPLAY,
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CALLBACK_NOTIFICATION_EXIT_GAMEPLAY,
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CALLBACK_SIGNAL_ENTER_GAMEPLAY,
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CALLBACK_SIGNAL_EXIT_GAMEPLAY,
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};
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struct Message {
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CallbackType type;
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ObjectID object_id;
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};
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void lock();
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void unlock();
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void flush();
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void push_message(const Message &p_message) { messages.push_back(p_message); }
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int32_t get_num_messages() const { return messages.size(); }
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const Message &get_message(int p_index) const { return messages[p_index]; }
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void clear() { messages.clear(); }
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private:
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LocalVector<Message, int32_t> messages;
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Mutex mutex;
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};
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#endif // VISUAL_SERVER_CALLBACKS_H
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