36 lines
660 B
C++
36 lines
660 B
C++
#ifndef AEON_CORE_ENGINEEVENTS_H_
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#define AEON_CORE_ENGINEEVENTS_H_
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/*
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- events are typed and system'd
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- systems can request to only receive events from a certain "system" category
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- systems that dispatch events can create the event and register it as a type
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- events are queued and non - blocking
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- events propagate through game layers top - to - bottom
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- once an event is flagged as handled by a receiving system,
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it is discarded this is to prevent, say a "mouse click"
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from propagating from the UI layer to the game layer
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*/
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namespace Aeon::Core {
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enum EventSystem
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{
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};
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class GenericEvent
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{
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};
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class EventDispatcher
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{
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};
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}
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#endif
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