Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef __UNISIGNALS_H__
#define __UNISIGNALS_H__
// Unified signals allow state updating to be performed at one point in the
// calling code. The sequence of events is:
//
// 1. Signal( whatever ), Signal( whatever ), etc.
// 2. ( GetState() & Update() ) to get only the changes since the last update
// 3. Goto 1
//
// Or, alternately:
//
// 1. Signal( whatever ), Signal( whatever ), etc.
// 2. Update()
// 3. GetState()
// 4. Goto 1
class CUnifiedSignals
{
public:
inline CUnifiedSignals();
inline int Update(); // Returns a mask for the changed state bits; signals are cleared after this update is performed
inline void Signal( int flSignal ); // ORed combo of BPSIG_xxx bits
inline int GetState(); // Returns the current state (ORed combo of BPSIG_xxx flags)
private:
int m_flSignal; // States to trigger
int m_flState; // States after the previous update
};
inline CUnifiedSignals::CUnifiedSignals()
{
m_flSignal = 0;
m_flState = 0;
}
inline int CUnifiedSignals::Update()
{
int old = m_flState;
m_flState = m_flSignal;
m_flSignal = 0;
return m_flState ^ old;
}
inline void CUnifiedSignals::Signal( int flSignal )
{
m_flSignal |= flSignal;
}
inline int CUnifiedSignals::GetState()
{
return m_flState;
}
#endif // __UNISIGNALS_H__