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authorB3n30 <bene_thomas@web.de>2017-08-19 19:14:33 +0200
committerJames Rowe <jroweboy@gmail.com>2017-08-19 19:14:33 +0200
commit5d0a1e7efddf234234d54fe97395f6975f8d1a28 (patch)
treecef0c9114f39af64c2971509fb2d0197c73cc155 /src/network/room_member.h
parentMerge pull request #2881 from MerryMage/dsp-firm-check (diff)
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Diffstat (limited to '')
-rw-r--r--src/network/room_member.h59
1 files changed, 55 insertions, 4 deletions
diff --git a/src/network/room_member.h b/src/network/room_member.h
index bc1af3a7e..98770a234 100644
--- a/src/network/room_member.h
+++ b/src/network/room_member.h
@@ -4,6 +4,7 @@
#pragma once
+#include <functional>
#include <memory>
#include <string>
#include <vector>
@@ -53,12 +54,23 @@ public:
struct MemberInformation {
std::string nickname; ///< Nickname of the member.
- std::string game_name; ///< Name of the game they're currently playing, or empty if they're
+ GameInfo game_info; ///< Name of the game they're currently playing, or empty if they're
/// not playing anything.
MacAddress mac_address; ///< MAC address associated with this member.
};
using MemberList = std::vector<MemberInformation>;
+ // The handle for the callback functions
+ template <typename T>
+ using CallbackHandle = std::shared_ptr<std::function<void(const T&)>>;
+
+ /**
+ * Unbinds a callback function from the events.
+ * @param handle The connection handle to disconnect
+ */
+ template <typename T>
+ void Unbind(CallbackHandle<T> handle);
+
RoomMember();
~RoomMember();
@@ -113,10 +125,49 @@ public:
void SendChatMessage(const std::string& message);
/**
- * Sends the current game name to the room.
- * @param game_name The game name.
+ * Sends the current game info to the room.
+ * @param game_info The game information.
+ */
+ void SendGameInfo(const GameInfo& game_info);
+
+ /**
+ * Binds a function to an event that will be triggered every time the State of the member
+ * changed. The function wil be called every time the event is triggered. The callback function
+ * must not bind or unbind a function. Doing so will cause a deadlock
+ * @param callback The function to call
+ * @return A handle used for removing the function from the registered list
+ */
+ CallbackHandle<State> BindOnStateChanged(std::function<void(const State&)> callback);
+
+ /**
+ * Binds a function to an event that will be triggered every time a WifiPacket is received.
+ * The function wil be called everytime the event is triggered.
+ * The callback function must not bind or unbind a function. Doing so will cause a deadlock
+ * @param callback The function to call
+ * @return A handle used for removing the function from the registered list
+ */
+ CallbackHandle<WifiPacket> BindOnWifiPacketReceived(
+ std::function<void(const WifiPacket&)> callback);
+
+ /**
+ * Binds a function to an event that will be triggered every time the RoomInformation changes.
+ * The function wil be called every time the event is triggered.
+ * The callback function must not bind or unbind a function. Doing so will cause a deadlock
+ * @param callback The function to call
+ * @return A handle used for removing the function from the registered list
+ */
+ CallbackHandle<RoomInformation> BindOnRoomInformationChanged(
+ std::function<void(const RoomInformation&)> callback);
+
+ /**
+ * Binds a function to an event that will be triggered every time a ChatMessage is received.
+ * The function wil be called every time the event is triggered.
+ * The callback function must not bind or unbind a function. Doing so will cause a deadlock
+ * @param callback The function to call
+ * @return A handle used for removing the function from the registered list
*/
- void SendGameName(const std::string& game_name);
+ CallbackHandle<ChatEntry> BindOnChatMessageRecieved(
+ std::function<void(const ChatEntry&)> callback);
/**
* Leaves the current room.