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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
-
- using Svelto.ECS;
-
- using GamecraftModdingAPI.Utility;
-
- namespace GamecraftModdingAPI.Events
- {
- /// <summary>
- /// A simple implementation of IEventHandlerEngine sufficient for most uses
- /// </summary>
- public class SimpleEventHandlerEngine : IEventHandlerEngine
- {
- public int type { get; set; }
- public string Name { get; set; }
-
- private bool isActivated = false;
-
- private readonly Action<EntitiesDB> onActivated;
-
- private readonly Action<EntitiesDB> onDestroyed;
-
- public EntitiesDB entitiesDB { set; private get; }
-
- public bool isRemovable => true;
-
- public void Add(ref ModEventEntityStruct entityView, EGID egid)
- {
- if (entityView.type.Equals(this.type))
- {
- isActivated = true;
- onActivatedInvokeCatchError(entitiesDB);
- }
- }
-
- /// <summary>
- /// Manually activate the EventHandler.
- /// Once activated, the next remove event will not be ignored.
- /// </summary>
- /// <param name="handle">Whether to invoke the activated action</param>
- public void Activate(bool handle = false)
- {
- isActivated = true;
- if (handle && entitiesDB != null)
- {
- onActivatedInvokeCatchError(entitiesDB);
- }
- }
-
- public void Ready() { }
-
- public void Remove(ref ModEventEntityStruct entityView, EGID egid)
- {
- if (entityView.type.Equals(this.type) && isActivated)
- {
- isActivated = false;
- onDestroyedInvokeCatchError(entitiesDB);
- }
- }
-
- public void Dispose()
- {
- if (isActivated)
- {
- isActivated = false;
- onDestroyedInvokeCatchError(entitiesDB);
- }
- }
-
- /// <summary>
- /// Construct the engine
- /// </summary>
- /// <param name="activated">The operation to do when the event is created</param>
- /// <param name="removed">The operation to do when the event is destroyed (if applicable)</param>
- /// <param name="type">The type of event to handle</param>
- /// <param name="name">The name of the engine</param>
- /// <param name="simple">A useless parameter to use to avoid Python overload resolution errors</param>
- public SimpleEventHandlerEngine(Action activated, Action removed, int type, string name, bool simple = true)
- : this((EntitiesDB _) => { activated.Invoke(); }, (EntitiesDB _) => { removed.Invoke(); }, type, name) { }
-
- /// <summary>
- /// Construct the engine
- /// </summary>
- /// <param name="activated">The operation to do when the event is created</param>
- /// <param name="removed">The operation to do when the event is destroyed (if applicable)</param>
- /// <param name="type">The type of event to handler</param>
- /// <param name="name">The name of the engine</param>
- public SimpleEventHandlerEngine(Action<EntitiesDB> activated, Action<EntitiesDB> removed, int type, string name)
- {
- this.type = type;
- this.Name = name;
- this.onActivated = activated;
- this.onDestroyed = removed;
- }
-
- private void onActivatedInvokeCatchError(EntitiesDB _entitiesDB)
- {
- try
- {
- onActivated.Invoke(_entitiesDB);
- }
- catch (Exception e)
- {
- EventRuntimeException wrappedException = new EventRuntimeException($"EventHandler {Name} threw an exception when activated", e);
- Logging.LogWarning(wrappedException.ToString());
- }
- }
-
- private void onDestroyedInvokeCatchError(EntitiesDB _entitiesDB)
- {
- try
- {
- onDestroyed.Invoke(_entitiesDB);
- }
- catch (Exception e)
- {
- EventRuntimeException wrappedException = new EventRuntimeException($"EventHandler {Name} threw an exception when destroyed", e);
- Logging.LogWarning(wrappedException.ToString());
- }
- }
-
- public SimpleEventHandlerEngine(Action activated, Action removed, EventType type, string name, bool simple = true)
- : this((EntitiesDB _) => { activated.Invoke(); }, (EntitiesDB _) => { removed.Invoke(); }, (int)type, name) { }
-
- public SimpleEventHandlerEngine(Action<EntitiesDB> activated, Action<EntitiesDB> removed, EventType type, string name, bool simple = true)
- : this(activated, removed, (int)type, name) { }
- }
- }
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