Signal object | signals.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

`dispatchTab` | `signals.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]

`propList` | `signals.t[89]`

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

`relationType` OVERRIDDEN | `signals.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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