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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using System;
- namespace GameFramework.Event
- {
- /// <summary>
- /// 事件管理器。
- /// </summary>
- internal sealed class EventManager : GameFrameworkModule, IEventManager
- {
- private readonly EventPool<GameEventArgs> m_EventPool;
- /// <summary>
- /// 初始化事件管理器的新实例。
- /// </summary>
- public EventManager()
- {
- m_EventPool = new EventPool<GameEventArgs>(EventPoolMode.AllowNoHandler | EventPoolMode.AllowMultiHandler);
- }
- /// <summary>
- /// 获取事件处理函数的数量。
- /// </summary>
- public int EventHandlerCount
- {
- get
- {
- return m_EventPool.EventHandlerCount;
- }
- }
- /// <summary>
- /// 获取事件数量。
- /// </summary>
- public int EventCount
- {
- get
- {
- return m_EventPool.EventCount;
- }
- }
- /// <summary>
- /// 获取游戏框架模块优先级。
- /// </summary>
- /// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
- internal override int Priority
- {
- get
- {
- return 7;
- }
- }
- /// <summary>
- /// 事件管理器轮询。
- /// </summary>
- /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
- /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
- internal override void Update(float elapseSeconds, float realElapseSeconds)
- {
- m_EventPool.Update(elapseSeconds, realElapseSeconds);
- }
- /// <summary>
- /// 关闭并清理事件管理器。
- /// </summary>
- internal override void Shutdown()
- {
- m_EventPool.Shutdown();
- }
- /// <summary>
- /// 获取事件处理函数的数量。
- /// </summary>
- /// <param name="id">事件类型编号。</param>
- /// <returns>事件处理函数的数量。</returns>
- public int Count(int id)
- {
- return m_EventPool.Count(id);
- }
- /// <summary>
- /// 检查是否存在事件处理函数。
- /// </summary>
- /// <param name="id">事件类型编号。</param>
- /// <param name="handler">要检查的事件处理函数。</param>
- /// <returns>是否存在事件处理函数。</returns>
- public bool Check(int id, EventHandler<GameEventArgs> handler)
- {
- return m_EventPool.Check(id, handler);
- }
- /// <summary>
- /// 订阅事件处理函数。
- /// </summary>
- /// <param name="id">事件类型编号。</param>
- /// <param name="handler">要订阅的事件处理函数。</param>
- public void Subscribe(int id, EventHandler<GameEventArgs> handler)
- {
- m_EventPool.Subscribe(id, handler);
- }
- /// <summary>
- /// 取消订阅事件处理函数。
- /// </summary>
- /// <param name="id">事件类型编号。</param>
- /// <param name="handler">要取消订阅的事件处理函数。</param>
- public void Unsubscribe(int id, EventHandler<GameEventArgs> handler)
- {
- m_EventPool.Unsubscribe(id, handler);
- }
- /// <summary>
- /// 设置默认事件处理函数。
- /// </summary>
- /// <param name="handler">要设置的默认事件处理函数。</param>
- public void SetDefaultHandler(EventHandler<GameEventArgs> handler)
- {
- m_EventPool.SetDefaultHandler(handler);
- }
- /// <summary>
- /// 抛出事件,这个操作是线程安全的,即使不在主线程中抛出,也可保证在主线程中回调事件处理函数,但事件会在抛出后的下一帧分发。
- /// </summary>
- /// <param name="sender">事件源。</param>
- /// <param name="e">事件参数。</param>
- public void Fire(object sender, GameEventArgs e)
- {
- m_EventPool.Fire(sender, e);
- }
- /// <summary>
- /// 抛出事件立即模式,这个操作不是线程安全的,事件会立刻分发。
- /// </summary>
- /// <param name="sender">事件源。</param>
- /// <param name="e">事件参数。</param>
- public void FireNow(object sender, GameEventArgs e)
- {
- m_EventPool.FireNow(sender, e);
- }
- }
- }
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