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C++ CComponentManager::BroadcastMessage方法代码示例

本文整理汇总了C++中CComponentManager::BroadcastMessage方法的典型用法代码示例。如果您正苦于以下问题:C++ CComponentManager::BroadcastMessage方法的具体用法?C++ CComponentManager::BroadcastMessage怎么用?C++ CComponentManager::BroadcastMessage使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CComponentManager的用法示例。


在下文中一共展示了CComponentManager::BroadcastMessage方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: msg

int CSimulation2Impl::ProgressiveLoad()
{
	// yield after this time is reached. balances increased progress bar
	// smoothness vs. slowing down loading.
	const double end_time = timer_Time() + 200e-3;

	int ret;

	do
	{
		bool progressed = false;
		int total = 0;
		int progress = 0;

		CMessageProgressiveLoad msg(&progressed, &total, &progress);

		m_ComponentManager.BroadcastMessage(msg);

		if (!progressed || total == 0)
			return 0; // we have nothing left to load

		ret = Clamp(100*progress / total, 1, 100);
	}
	while (timer_Time() < end_time);

	return ret;
}
开发者ID:,项目名称:,代码行数:27,代码来源:

示例2: Script_BroadcastMessage

void CComponentManager::Script_BroadcastMessage(void* cbdata, int mtid, CScriptVal data)
{
	CComponentManager* componentManager = static_cast<CComponentManager*> (cbdata);

	CMessage* msg = componentManager->ConstructMessage(mtid, data);
	if (!msg)
		return; // error

	componentManager->BroadcastMessage(*msg);

	delete msg;
}
开发者ID:nahumfarchi,项目名称:0ad,代码行数:12,代码来源:ComponentManager.cpp

示例3: Script_BroadcastMessage

void CComponentManager::Script_BroadcastMessage(ScriptInterface::CxPrivate* pCxPrivate, int mtid, CScriptVal data)
{
	CComponentManager* componentManager = static_cast<CComponentManager*> (pCxPrivate->pCBData);

	CMessage* msg = componentManager->ConstructMessage(mtid, data);
	if (!msg)
		return; // error

	componentManager->BroadcastMessage(*msg);

	delete msg;
}
开发者ID:,项目名称:,代码行数:12,代码来源:

示例4: msgUpdate

bool CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& commands)
{
	fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000;

	// TODO: the update process is pretty ugly, with lots of messages and dependencies
	// between different components. Ought to work out a nicer way to do this.

	CMessageTurnStart msgTurnStart;
	m_ComponentManager.BroadcastMessage(msgTurnStart);

	CmpPtr<ICmpPathfinder> cmpPathfinder(m_SimContext, SYSTEM_ENTITY);
	if (!cmpPathfinder.null())
		cmpPathfinder->FinishAsyncRequests();

	// Push AI commands onto the queue before we use them
	CmpPtr<ICmpAIManager> cmpAIManager(m_SimContext, SYSTEM_ENTITY);
	if (!cmpAIManager.null())
		cmpAIManager->PushCommands();

	CmpPtr<ICmpCommandQueue> cmpCommandQueue(m_SimContext, SYSTEM_ENTITY);
	if (!cmpCommandQueue.null())
		cmpCommandQueue->FlushTurn(commands);

	// Process newly generated move commands so the UI feels snappy
	if (!cmpPathfinder.null())
		cmpPathfinder->ProcessSameTurnMoves();

	// Send all the update phases
	{
		CMessageUpdate msgUpdate(turnLengthFixed);
		m_ComponentManager.BroadcastMessage(msgUpdate);
	}
	{
		CMessageUpdate_MotionFormation msgUpdate(turnLengthFixed);
		m_ComponentManager.BroadcastMessage(msgUpdate);
	}

	// Process move commands for formations (group proxy)
	if (!cmpPathfinder.null())
		cmpPathfinder->ProcessSameTurnMoves();

	{
		CMessageUpdate_MotionUnit msgUpdate(turnLengthFixed);
		m_ComponentManager.BroadcastMessage(msgUpdate);
	}
	{
		CMessageUpdate_Final msgUpdate(turnLengthFixed);
		m_ComponentManager.BroadcastMessage(msgUpdate);
	}

	// Process moves resulting from group proxy movement (unit needs to catch up or realign) and any others
	if (!cmpPathfinder.null())
		cmpPathfinder->ProcessSameTurnMoves();


	// Clean up any entities destroyed during the simulation update
	m_ComponentManager.FlushDestroyedComponents();

//	if (m_TurnNumber == 0)
//		m_ComponentManager.GetScriptInterface().DumpHeap();

	// Run the GC occasionally
	// (TODO: we ought to schedule this for a frame where we're not
	// running the sim update, to spread the load)
	if (m_TurnNumber % 10 == 0)
		m_ComponentManager.GetScriptInterface().MaybeGC();

	if (m_EnableOOSLog)
		DumpState();

	// Start computing AI for the next turn
	if (!cmpAIManager.null())
		cmpAIManager->StartComputation();

	++m_TurnNumber;

	return true; // TODO: don't bother with bool return
}
开发者ID:,项目名称:,代码行数:78,代码来源:


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