eventManagerobject

events.t[20]

Superclass
Tree

Property
Summary

Method
Summary

Property
Details

Method
Details

The eventManager is the object that manages the execution of Events such as Fuses and Daemons.

eventManager :   object

Superclass Tree   (in declaration order)

eventManager
`         object`

Summary of Properties  

curEvent_ eventList schedulableList

Summary of Methods  

addEvent executeList executePrompt executeTurn removeCurrentEvent removeEvent removeMatchingEvents

Properties  

curEvent_

events.t[192]

restore the enclosing current event

eventList

events.t[194]

no description available

schedulableList

events.t[205]

A list of ‘schedulables’. These are objects whose executeEvent() method should be called each turn prior to other events such as Fuses and Daemons. The main use for this in the library is to provide a mechanism for the takeTurn method of each Actor to be called before Fuses and Daemons are run, mainly in case an AgendaItem sets up a Fuse or Daemon that may need to execute on the same turn, or if a Scene wants to do so.

Methods  

addEvent (event)

events.t[23]

Add an event to the list of events to be executed.

executeList (lst)

events.t[143]

internal service routine - execute the fuses and daemons in the given list, in eventOrder priority order

executePrompt ( )

events.t[133]

Execute a command prompt turn. We’ll execute each per-command-prompt daemon.

executeTurn ( )

events.t[98]

Execute a turn. We’ll execute each fuse and each daemon that is currently schedulable.

removeCurrentEvent ( )

events.t[88]

Remove the current event - this is provided for convenience so that an event can cancel itself in the course of its execution.

Note that this has no effect on the current event execution - this simply prevents the event from receiving additional notifications in the future.

removeEvent (event)

events.t[29]

Remove an event from the list of events to be executed.

removeMatchingEvents (obj, prop)

events.t[52]

Remove events matching the given object and property combination. We remove all events that match both the object and property (events matching only the object or only the property are not affected).

This is provided mostly as a convenience for cases where an event is known to be uniquely identifiable by its object and property values; this saves the caller the trouble of keeping track of the Event object created when the event was first registered.

When a particular object/property combination might be used in several different events, it’s better to keep a reference to the Event object representing each event, and use removeEvent() to remove the specific Event object of interest.

Returns true if we find any matching events, nil if not.

Adv3Lite Library Reference Manual
Generated on 15/03/2023 from adv3Lite version 1.6.1