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77 lines
1.5 KiB
77 lines
1.5 KiB
![]()
2 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef __UNISIGNALS_H__
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#define __UNISIGNALS_H__
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// Unified signals allow state updating to be performed at one point in the
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// calling code. The sequence of events is:
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//
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// 1. Signal( whatever ), Signal( whatever ), etc.
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// 2. ( GetState() & Update() ) to get only the changes since the last update
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// 3. Goto 1
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//
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// Or, alternately:
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//
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// 1. Signal( whatever ), Signal( whatever ), etc.
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// 2. Update()
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// 3. GetState()
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// 4. Goto 1
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class CUnifiedSignals
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{
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public:
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inline CUnifiedSignals();
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inline int Update(); // Returns a mask for the changed state bits; signals are cleared after this update is performed
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inline void Signal( int flSignal ); // ORed combo of BPSIG_xxx bits
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inline int GetState(); // Returns the current state (ORed combo of BPSIG_xxx flags)
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private:
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int m_flSignal; // States to trigger
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int m_flState; // States after the previous update
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};
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inline CUnifiedSignals::CUnifiedSignals()
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{
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m_flSignal = 0;
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m_flState = 0;
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}
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inline int CUnifiedSignals::Update()
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{
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int old = m_flState;
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m_flState = m_flSignal;
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m_flSignal = 0;
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return m_flState ^ old;
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}
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inline void CUnifiedSignals::Signal( int flSignal )
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{
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m_flSignal |= flSignal;
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}
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inline int CUnifiedSignals::GetState()
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{
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return m_flState;
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}
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#endif // __UNISIGNALS_H__
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