Files
vilya/src/as/com/threerings/ezgame/data/PropertySetEvent.as
T
Ray Greenwell cb24d4adfb Bugfix: Return to decoding the data when we read it in, so that it's decoded for applyToObject().
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@297 c613c5cb-e716-0410-b11b-feb51c14d237
2007-05-08 17:41:22 +00:00

124 lines
3.4 KiB
ActionScript

//
// $Id$
//
// Vilya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/vilya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.ezgame.data {
import flash.utils.ByteArray;
import flash.utils.IExternalizable;
import com.threerings.io.ObjectInputStream;
import com.threerings.io.ObjectOutputStream;
import com.threerings.io.Streamer;
import com.threerings.util.StringBuilder;
import com.threerings.presents.dobj.DObject;
import com.threerings.presents.dobj.NamedEvent;
import com.threerings.ezgame.util.EZObjectMarshaller;
/**
* Represents a property change on the actionscript object we
* use in FlashGameObject.
*/
public class PropertySetEvent extends NamedEvent
{
/**
* Create a PropertySetEvent.
*/
public function PropertySetEvent () // unserialize-only
{
super(0, null);
}
// from abstract DEvent
override public function applyToObject (target :DObject) :Boolean
{
// since we're in actionscript, we're always on the client
_oldValue = EZGameObject(target).applyPropertySet(_name, _data, _index);
return true;
}
/**
* Get the value that was set for the property.
*/
public function getValue () :Object
{
return _data;
}
/**
* Get the index, or -1 if not applicable.
*/
public function getIndex () :int
{
return _index;
}
/**
* Get the old value.
*/
public function getOldValue () :Object
{
return _oldValue;
}
// from interface Streamable
override public function readObject (ins :ObjectInputStream) :void
{
super.readObject(ins);
_index = ins.readInt();
_data = EZObjectMarshaller.decode(ins.readObject());
}
// from interface Streamable
override public function writeObject (out :ObjectOutputStream) :void
{
super.writeObject(out);
out.writeInt(_index);
out.writeObject(_data);
}
override protected function notifyListener (listener :Object) :void
{
if (listener is PropertySetListener) {
(listener as PropertySetListener).propertyWasSet(this);
}
}
override protected function toStringBuf (buf :StringBuilder) :void
{
buf.append("PropertySetEvent ");
super.toStringBuf(buf);
buf.append(", index=").append(_index);
}
/** The index of the property, if applicable. */
protected var _index :int;
/** The client-side data that is assigned to this property. */
protected var _data :Object;
/** The old value. */
protected var _oldValue :Object;
}
}