Team Fortress 2 Source Code as on 22/4/2020
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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__
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