09f0bee0f3
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4602 542714f4-19e9-0310-aa3c-eee0fc999fb1
118 lines
3.5 KiB
ActionScript
118 lines
3.5 KiB
ActionScript
//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library 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 GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.util {
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import flash.display.Stage;
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import flash.events.Event;
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/**
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* A simple mechanism for queueing functions to be called on the next frame.
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* Similar to UIComponent's callLater, only flex-free.
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*/
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public class MethodQueue
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{
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/**
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* Set the stage which will be used for coordinating the use of the
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* method queue. If no stage is set, functions will continue to pile up
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* without being called.
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*/
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public static function setStage (stage :Stage) :void
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{
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if (_listening) {
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removeListener();
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}
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_stage = stage;
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checkListen();
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}
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/**
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* Call the specified method at the entry to the next frame.
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*/
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public static function callLater (fn :Function, args :Array = null) :void
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{
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_methodQueue.push([fn, args]);
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if (!_listening) {
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checkListen();
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}
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}
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/**
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* Stop listening for the frame event.
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*/
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protected static function removeListener () :void
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{
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_stage.removeEventListener(Event.ENTER_FRAME, handleEnterFrame);
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_listening = false;
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}
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/**
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* Check to see if we should be listening for the next frame event.
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*/
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protected static function checkListen () :void
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{
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if (_stage != null && _methodQueue.length > 0) {
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_stage.addEventListener(Event.ENTER_FRAME, handleEnterFrame);
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_listening = true;
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}
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}
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/**
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* Handle a frame event: call any queued functions.
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*/
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protected static function handleEnterFrame (event :Event) :void
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{
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// swap out the working set
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var methods :Array = _methodQueue;
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_methodQueue = [];
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// safely call each function
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for each (var arr :Array in methods) {
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var fn :Function = (arr[0] as Function);
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var args :Array = (arr[1] as Array);
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try {
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fn.apply(null, args);
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} catch (e :Error) {
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Log.getLog(MethodQueue).warning("Error calling deferred method " +
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"[e=" + e + ", fn=" + fn + ", args=" + args + "].");
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}
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}
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// If no new functions were added while we were calling the current set,
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// then remove the listener.
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if (_methodQueue.length == 0) {
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removeListener();
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}
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}
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/** The stage we're working with. */
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protected static var _stage :Stage;
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/** The currently queued functions. */
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protected static var _methodQueue :Array = [];
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/** Are we presently listening for the frame event? */
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protected static var _listening :Boolean = false;
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}
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}
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