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diff --git a/game/server/dod/unisignals.h b/game/server/dod/unisignals.h
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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__