event_dispatcher_v0.h

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00001 /*
00002 **  ClanLib SDK
00003 **  Copyright (c) 1997-2011 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 "../api_network.h"
00035 #include "event.h"
00036 #include <map>
00037 #include "../../Core/Signals/callback_v1.h"
00038 
00042 class CL_API_NETWORK CL_NetGameEventDispatcher_v0
00043 {
00044 public:
00045         typedef CL_Callback_v1<const CL_NetGameEvent &> CallbackClass;
00046 
00047         CallbackClass &func_event(const CL_String &name) { return event_handlers[name]; }
00048 
00054         bool dispatch(const CL_NetGameEvent &game_event);
00055 
00056 private:
00057         std::map<CL_String, CallbackClass> event_handlers;
00058 };
00059 
00060 inline bool CL_NetGameEventDispatcher_v0::dispatch(const CL_NetGameEvent &game_event)
00061 {
00062         std::map<CL_String, CallbackClass>::iterator it;
00063         it = event_handlers.find(game_event.get_name());
00064         if (it != event_handlers.end() && !it->second.is_null())
00065         {
00066                 it->second.invoke(game_event);
00067                 return true;
00068         }
00069         else
00070         {
00071                 return false;
00072         }
00073 }
00074 
00076