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GameEventManager.cpp
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/*
* @author: Inan Evin
* @website: www.inanevin.com
* @twitter: lineupthesky
* @github: https://github.com/inanevin/UE-DataTable-Based-Event-Manager
*
* Simple Event Manager, exposed to UE4 Editor via DataTables.
*
* MIT License
* Copyright (c) 2021 Inan Evin
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*/
#include "Core/GameEventManager.h"
void UGameEventManager::Setup()
{
// List of row names in the datable.
TArray<FName> rowNames = m_eventDefinitions->GetRowNames();
// Iterate each row.
for (const FName& name : rowNames)
{
FString contextString;
FEventDefinition* row = m_eventDefinitions->FindRow<FEventDefinition>(name, contextString);
if (row)
{
// Create a game event for each row, either a normal one or a dynamic one.
UGameEvent* ev = nullptr;
if (row->m_isDynamic)
ev = NewObject<UGameEventDynamic>(GetOuter(), UGameEventDynamic::StaticClass());
else
ev = NewObject<UGameEvent>(GetOuter(), UGameEvent::StaticClass());
ev->m_name = name;
m_events.Add(name, ev);
// Iterate all arguments in the row.
// For each argument, add a new EventArgType type list to the event arguments array.
// These type lists will determine what is the type of the argument for the event, based on the enumeration value set in editor.
for (auto& arg : row->m_args)
{
EventArgType argType;
if (arg.Value == EEventArgTypes::Int)
argType.Set<int>(0);
else if (arg.Value == EEventArgTypes::Float)
argType.Set<float>(0);
else if (arg.Value == EEventArgTypes::Bool)
argType.Set<bool>(0);
else if (arg.Value == EEventArgTypes::FName)
argType.Set<FName>("");
else if (arg.Value == EEventArgTypes::FString)
argType.Set<FString>("");
else if (arg.Value == EEventArgTypes::FVector)
argType.Set<FVector>(FVector::ZeroVector);
else if (arg.Value == EEventArgTypes::FVector2D)
argType.Set<FVector2D>(FVector2D::ZeroVector);
else if (arg.Value == EEventArgTypes::FRotator)
argType.Set<FRotator>(FRotator::ZeroRotator);
else if (arg.Value == EEventArgTypes::UObjectPtr)
argType.Set<UObject*>(nullptr);
else if (arg.Value == EEventArgTypes::AActorPtr)
argType.Set<AActor*>(nullptr);
else if (arg.Value == EEventArgTypes::UEnum)
argType.Set<uint8>(0);
else if(arg.Value == EEventArgTypes::CustomStruct)
argType.Set<FEventArgStruct*>(nullptr);
ev->m_eventArgs.Add(CEventArg(arg.Key, argType));
}
}
}
}
void UGameEventManager::Clear()
{
m_events.Empty();
}
UGameEventDynamic* UGameEventManager::GetDynamic(FName id, bool& success)
{
if(!m_events.Contains(id))
{
success = false;
return nullptr;
}
success = true;
return static_cast<UGameEventDynamic*>(m_events[id]);
}
UGameEvent& UGameEventManager::Get(const FName& id)
{
UGameEvent** ev = m_events.Find(id);
check(ev != nullptr);
return **ev;
}
void UGameEvent::CheckArgsCounter()
{
m_argsCounter++;
if (m_argsCounter >= m_eventArgs.Num())
{
BroadcastDelegate();
}
}
void UGameEvent::BroadcastDelegate()
{
m_delegate.Broadcast(*this);
}
void UGameEventDynamic::BroadcastDelegate()
{
m_dynamicDelegate.Broadcast(this);
}