text: /******************************************************************************
  * Copyright (C) 2008 - Ikaro Games   www.ikarogames.com                       *
  *                                                                             *
  * This program is free software; you can redistribute it and/or               *
  * modify it under the terms of the GNU General Public License                 *
  * as published by the Free Software Foundation; either version 2              *
  * of the License, or (at your option) any later version.                      *
  *                                                                             *
  * This program is distributed in the hope that it will be useful,             *
  * but WITHOUT ANY WARRANTY; without even the implied warranty of              *
  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the               *
  * GNU General Public License for more details.                                *
  *                                                                             *
  * You should have received a copy of the GNU General Public License           *
  * along with this program; if not, write to the Free Software                 *
  * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA. *
  *                                                                             *
  *                                                                             *
  ******************************************************************************/
  
  
  #ifndef __CMessageDispatcher_H__
  #define __CMessageDispatcher_H__
  
  #include <set>
  
  #include "CMessage.h"
  #include "../entity/CBaseGameEntity.h"
  #include "../../utils/CTimer.h"
  
  class CMessageDispatcher
  {
  public:
  
      static CMessageDispatcher* getInstance();
      ~CMessageDispatcher();
  
      void dispatchMsg(double      delay,
                       int         sender,
                       int         receiver,
                       int         msg,
                       void*       info);
  
      void dispatchDelayedMessages();
      void reset();
  
  private:
      std::set<CMessage> m_priorityQueue;
      CTimer *m_timer;
  
      CMessageDispatcher();
  
      void discharge(CBaseGameEntity *receiver, const CMessage &msg);
  
  };
  
  #endif // __CMessageDispatcher_H__
  