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use amethyst::ecs::World;
use super::{BoxedGameEvent, ExecutionConditions, GameEvent};
use std::collections::VecDeque;
#[derive(Default)]
pub struct ChainedEvents {
chain: VecDeque<Box<dyn GameEvent + Sync + Send>>,
called_start: bool,
}
impl ChainedEvents {
pub fn add_event(&mut self, event: Box<dyn GameEvent + Sync + Send>) {
if self.chain.is_empty() {
self.called_start = false;
}
self.chain.push_back(event);
}
}
impl Clone for ChainedEvents {
fn clone(&self) -> ChainedEvents {
ChainedEvents {
chain: self.chain.iter().map(|event| event.boxed_clone()).collect(),
called_start: self.called_start,
}
}
}
impl GameEvent for ChainedEvents {
fn boxed_clone(&self) -> BoxedGameEvent {
Box::new(self.clone())
}
fn get_execution_conditions(&self) -> ExecutionConditions {
if let Some(event) = self.chain.front() {
event.get_execution_conditions()
} else {
ExecutionConditions {
requires_disabled_input: false
}
}
}
fn start(&mut self, world: &mut World) {
self.called_start = true;
if let Some(event) = self.chain.front_mut() {
event.start(world);
}
}
fn tick(&mut self, world: &mut World, disabled_inputs: bool) {
if let Some(event) = self.chain.front_mut() {
if !self.called_start {
event.start(world);
self.called_start = true;
}
event.tick(world, disabled_inputs);
if event.is_complete(world) {
self.chain.pop_front();
self.called_start = false;
}
}
}
fn is_complete(&self, _world: &mut World) -> bool {
self.chain.is_empty()
}
}