📄 callbackhandler.h
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#ifndef _CALLBACKHANDLER_H
#define _CALLBACKHANDLER_H
#include "ScriptHandler.h"
#include "ScriptEvent.h"
#include "HandlerTemplates.h"
#include "WorldThread.h"
class CallbackHandler
{
ScriptCallbackList ScriptCallbacks;
CallbackList Callbacks;
WorldThread *Parent;
lua_State *L;
wxStopWatch *sw;
public:
CallbackHandler(WorldThread*);
~CallbackHandler(void);
void StartTest();
void StopTest();
void RegisterScriptCallback(luabind::functor<int> function,luabind::object table);
void DoCallbackLoop()
{
Callbacks.Call();
ScriptCallbacks.Call();
}
template<class T>
CallbackFunctor * RegisterCallback(T* obj,long (T::*m)())
{
CallbackFunctor *F = new MemberCallbackFunctor<T>(Parent->GetStopWatch(),obj,m);
Callbacks.Attach(F);
return F;
}
CallbackFunctor * RegisterCallback(long (*f)())
{
CallbackFunctor *F = new FunctionCallbackFunctor(Parent->GetStopWatch(),f);
Callbacks.Attach(F);
return F;
}
};
#endif
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