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EventManager.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ECS
{
public enum ECSEventTypes
{
EntityAdded,
EntityRemoved,
EntityComponentAdded,
EntityComponentRemoved,
ComponentAdded
};
public delegate void GameEventHandler(GameEvent e);
public interface GameEventArgs { }
public class EntityEventArgs : GameEventArgs
{
private EntityManager _manager;
private Entity _entity;
public EntityManager Manager
{
get
{
return _manager;
}
private set { }
}
public Entity Entity
{
get
{
return _entity;
}
private set { }
}
public EntityEventArgs(EntityManager manager, Entity entity)
{
_manager = manager;
_entity = entity;
}
}
public class GameEvent
{
private object _sender;
private object _eventType;
private GameEventArgs _args;
public GameEvent(object eventType, object sender, GameEventArgs args)
{
_sender = sender;
_eventType = eventType;
_args = args;
}
public object Sender
{
get
{
return _sender;
}
}
public object EventType
{
get
{
return _eventType;
}
}
public GameEventArgs Args
{
get
{
return _args;
}
}
}
public class EventManager
{
private Dictionary<object, GameEventHandler> _listeners;
private List<GameEvent> _newEvents;
private List<GameEvent> _currentEvents;
private bool isProcessing;
private static EventManager instance = new EventManager();
private EventManager()
{
_listeners = new Dictionary<object, GameEventHandler>();
_newEvents = new List<GameEvent>();
_currentEvents = new List<GameEvent>();
isProcessing = false;
}
public static EventManager getInstance()
{
return instance;
}
public void QueueEvent(GameEvent e)
{
_newEvents.Add(e);
}
public void registerListener(object eventType, GameEventHandler callback)
{
if(_listeners.ContainsKey(eventType))
{
_listeners[eventType] += callback;
}
else
{
_listeners[eventType] = callback;
}
}
public void removeListener(object eventType, GameEventHandler callback)
{
if (_listeners.ContainsKey(eventType))
{
_listeners[eventType] -= callback;
}
}
public int ProcessEvents(float dt)
{
if (this.isProcessing)
{
return 0;
}
this.isProcessing = true;
int processedEvents = 0;
while (this._newEvents.Count > 0)
{
this._currentEvents.AddRange(this._newEvents);
this._newEvents.Clear();
foreach(GameEvent e in this._currentEvents)
{
this.ProcessEvent(e);
++processedEvents;
}
this._currentEvents.Clear();
}
this.isProcessing = false;
return processedEvents;
}
public void ProcessEvent(GameEvent e)
{
if (_listeners.ContainsKey(e.EventType))
{
_listeners[e.EventType](e);
}
}
}
}