Signalobjectsignals.t[29]

A Signal is a kind of Relation that can be used to send a signal from a sender to all the objects related to that sender via this Signal Relation.

For a signal to be sent from a sender to a receiver, a relationship first needs to be set up between them with a statement like:

connect(sender, signal, receiver);

Where signal is either the programmatic name or the string name of the signal we want sent.

To break the link subsequently we can use:

unconnect(sender, signal, receiver);

[SIGNALS EXTENSION]

Signal :   Relation

Superclass Tree   (in declaration order)

Signal
        Relation
                PreinitObject
                        ModuleExecObject
                                object

Summary of Properties  

dispatchTab  propList  relationType 

Inherited from Relation :
name  reciprocal  relTab  reverseName 

Inherited from PreinitObject :
execBeforeMe  reverseGlobalSymbols 

Inherited from ModuleExecObject :
execAfterMe  hasInitialized_  isDoingExec_  isExecuted_ 

Summary of Methods  

addHandler  emit  removeHandler 

Inherited from Relation :
addRelation  inverselyRelatedTo  isInverselyRelated  isRelated  listKeys  makeUnique  relatedTo  removeRelation 

Inherited from ModuleExecObject :
_execute  classExec  execute 

Properties  

dispatchTabsignals.t[99]

A LookupTable liniking objects that might emit this signal (potential senders) to potential receivers of this signal, so that notifications can be sent from the former to the latter. Game code should not need to manipulate this table directly; it should instead be updated via the supplied connect() and unconnect() functions.

[SIGNALS EXTENSION]

propListsignals.t[89]
A list of pointers to the properties to which additional arguments to our emit method should be assigned. [SIGNALS EXTENSION]

relationTypeOVERRIDDENsignals.t[31]
Signals can potentially relate many things to many other things.

Methods  

addHandler (sender, receiver, handler)signals.t[101]

no description available

emit (sender, [args])signals.t[46]
Notify every object related to sender by us to handle us as a signal from sender.

If additional args are supplied, they can take one of two forms. Either values, which are then assigned in turn to the properties listed in our propList property, or two-element lists of the form [prop, val] where prop is a property pointer and val is the value to be assigned to this property. Note that these two forms cannot be mixed in the same call to this method, unless all the list form arguments come at the end.

[SIGNALS EXTENSION]

removeHandler (sender, receiver)signals.t[109]
no description available

Adv3Lite Library Reference Manual
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