//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef __UNISIGNALS_H__ #define __UNISIGNALS_H__ // Unified signals allow state updating to be performed at one point in the // calling code. The sequence of events is: // // 1. Signal( whatever ), Signal( whatever ), etc. // 2. ( GetState() & Update() ) to get only the changes since the last update // 3. Goto 1 // // Or, alternately: // // 1. Signal( whatever ), Signal( whatever ), etc. // 2. Update() // 3. GetState() // 4. Goto 1 class CUnifiedSignals { public: inline CUnifiedSignals(); inline int Update(); // Returns a mask for the changed state bits; signals are cleared after this update is performed inline void Signal( int flSignal ); // ORed combo of BPSIG_xxx bits inline int GetState(); // Returns the current state (ORed combo of BPSIG_xxx flags) private: int m_flSignal; // States to trigger int m_flState; // States after the previous update }; inline CUnifiedSignals::CUnifiedSignals() { m_flSignal = 0; m_flState = 0; } inline int CUnifiedSignals::Update() { int old = m_flState; m_flState = m_flSignal; m_flSignal = 0; return m_flState ^ old; } inline void CUnifiedSignals::Signal( int flSignal ) { m_flSignal |= flSignal; } inline int CUnifiedSignals::GetState() { return m_flState; } #endif // __UNISIGNALS_H__