wraitii
369c2e8801
GUIObjectBase is made a IGUIObject* to avoid including those headers un-necessarily. Subsequent diffs ought to clean up the various of pointers for that with a similar type with reference semantics. Also: - Add standard C and C++ headers (mostly cstring for memcpy, string and vector) where needed. - Swap out some includes for forward declarations - Clean up un-necessary boost includes in precompiled and other headers. - Clean up precompiled headers, including fewer things. - Move ACPI to the windows-specific folder as it's included there only and mostly specific to that platform. Thanks Stan for the testing. Differential Revision: https://code.wildfiregames.com/D3129 This was SVN commit r24352.
62 lines
2.1 KiB
C++
62 lines
2.1 KiB
C++
/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPCOMMANDQUEUE
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#define INCLUDED_ICMPCOMMANDQUEUE
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#include "simulation2/system/Interface.h"
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#include "simulation2/helpers/SimulationCommand.h"
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#include <vector>
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/**
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* Command queue, for sending orders to entities.
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* Each command is associated with a player ID (who triggered the command, in some sense)
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* and an arbitrary script value.
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*
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* Commands can be added to the local queue at any time, and will all be executed at the start
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* of the next turn. (This will typically be used by AI scripts.)
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*
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* Alternatively, commands can be sent to the networking system, and they will be executed
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* at the start of some later turn by all players simultaneously. (This will typically be
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* used for user inputs.)
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*/
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class ICmpCommandQueue : public IComponent
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{
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public:
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/**
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* Pushes a new command onto the local queue. @p cmd does not need to be rooted.
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*/
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virtual void PushLocalCommand(player_id_t player, JS::HandleValue cmd) = 0;
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/**
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* Send a command associated with the current player to the networking system.
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*/
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virtual void PostNetworkCommand(JS::HandleValue cmd) = 0;
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/**
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* Calls the ProcessCommand(player, cmd) global script function for each command in the
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* local queue and in @p commands, and empties the local queue.
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*/
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virtual void FlushTurn(const std::vector<SimulationCommand>& commands) = 0;
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DECLARE_INTERFACE_TYPE(CommandQueue)
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};
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#endif // INCLUDED_ICMPCOMMANDQUEUE
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