Signalobject

signals.t[29]

Superclass
Tree

Property
Summary

Method
Summary

Property
Details

Method
Details

A Signal is a kind of Relation that can be used to send a signal from a sender to all the objects related to that sender via this Signal Relation.

For a signal to be sent from a sender to a receiver, a relationship first needs to be set up between them with a statement like:

connect(sender, signal, receiver);

Where signal is either the programmatic name or the string name of the signal we want sent.

To break the link subsequently we can use:

unconnect(sender, signal, receiver);

[SIGNALS EXTENSION]

Signal :   Relation

Superclass Tree   (in declaration order)

Signal
Relation
PreinitObject
ModuleExecObject
`                                 object`

Summary of Properties  

dispatchTab propList relationType

Inherited from Relation :
name reciprocal relTab reverseName

Inherited from PreinitObject :
execBeforeMe reverseGlobalSymbols

Inherited from ModuleExecObject :
execAfterMe hasInitialized_ isDoingExec_ isExecuted_

Summary of Methods  

addHandler emit removeHandler

Inherited from Relation :
addRelation inverselyRelatedTo isInverselyRelated isRelated makeUnique relatedTo removeRelation

Inherited from ModuleExecObject :
_execute classExec execute

Properties  

dispatchTab

signals.t[99]

A LookupTable liniking objects that might emit this signal (potential senders) to potential receivers of this signal, so that notifications can be sent from the former to the latter. Game code should not need to manipulate this table directly; it should instead be updated via the supplied connect() and unconnect() functions.

[SIGNALS EXTENSION]

propList

signals.t[89]

A list of pointers to the properties to which additional arguments to our emit method should be assigned. [SIGNALS EXTENSION]

relationTypeOVERRIDDEN

signals.t[31]

Signals can potentially relate many things to many other things.

Methods  

addHandler (sender, receiver, handler)

signals.t[101]

no description available

emit (sender, [args])

signals.t[46]

Notify every object related to sender by us to handle us as a signal from sender.

If additional args are supplied, they can take one of two forms. Either values, which are then assigned in turn to the properties listed in our propList property, or two-element lists of the form [prop, val] where prop is a property pointer and val is the value to be assigned to this property. Note that these two forms cannot be mixed in the same call to this method, unless all the list form arguments come at the end.

[SIGNALS EXTENSION]

removeHandler (sender, receiver)

signals.t[109]

no description available

Adv3Lite Library Reference Manual
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