Refactor to a single-header so you don't run into that psychotic linkage error because you forgot to include the other header. :)
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@@ -1,40 +0,0 @@
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#pragma once
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#include <functional>
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//template< class RT, class CallableT, class... ArgTypes >
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template<class CallableT, class... ArgTypes >
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class Callable {
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static_assert(std::is_invocable_v<CallableT(ArgTypes...)>);
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using invoke = CallableT;
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public:
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invoke;
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//CallableT invoke = CallableT();
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//ArgTypes... args
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//invoke() { /*return CallableT(args...);*/ return CallableT(RT()); }
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};
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template< class R, class Fn, class... ArgTypes >
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class Cunt {
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static_assert(std::is_invocable_r_v<R, Fn, ArgTypes...>);
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};
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template< class RT, class... ArgTypes>
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class EventBase {
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public:
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//using delegate = CallableT;
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using delegate = std::function<RT(ArgTypes...)>;
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public:
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RT Invoke(ArgTypes... args);
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RT operator()(ArgTypes... args);
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protected:
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delegate callback;
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};
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};
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@@ -18,6 +18,46 @@
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template <typename delegate, typename ... Args>
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template <typename delegate, typename ... Args>
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class Connection;
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class Connection;
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/// @see Event.h
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template <typename delegate, typename ... Args>
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class BasicEvent;
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/// A type that represents a handle to an active event connection.
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template <typename delegate, typename ... Args>
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class Connection {
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public:
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friend BasicEvent<delegate, Args...>;
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public:
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Connection(BasicEvent<delegate, Args...> *creator, delegate cb);
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bool Disconnect(); // Breaks the event connection, but does not destroy the instance
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void Invoke(Args... e);
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public:
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// Fuck it make this public
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// Don't be stupid!!
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delegate callback;
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private:
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BasicEvent<delegate, Args...> * owner;
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//delegate callback;
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bool active = true;
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};
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template<typename delegate, typename... Args>
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Connection<delegate, Args...>::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
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template <typename delegate, typename... Args>
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void Connection<delegate, Args...>::Invoke(Args... e) { callback(e...); }
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template <typename delegate, typename ... Args>
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bool Connection<delegate, Args...>::Disconnect() {
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if (active) {
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owner->Disconnect(this);
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active = false;
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return true;
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}
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return false;
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}
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/// BasicEvent is a templated class that can be used to raise events that can be listened in on
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/// BasicEvent is a templated class that can be used to raise events that can be listened in on
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/// at other points in a codebase without having to tightly couple the two pieces of code.
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/// at other points in a codebase without having to tightly couple the two pieces of code.
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/// @param delegate A type that can be invoked via operator() 'Call operator'.
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/// @param delegate A type that can be invoked via operator() 'Call operator'.
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@@ -1,51 +0,0 @@
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/// @file Connection.hpp
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/// @description Callback handler for event connections
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/// @author Josh O'Leary - Redacted Software
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/// @revision 3
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/// @lastedit 2024-02-21
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/// @license Unlicense - Public Domain
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#pragma once
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#include <functional>
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#include <Event.h>
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/// @see Event.h
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template <typename delegate, typename ... Args>
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class BasicEvent;
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/// A type that represents a handle to an active event connection.
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template <typename delegate, typename ... Args>
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class Connection {
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public:
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friend BasicEvent<delegate, Args...>;
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public:
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Connection(BasicEvent<delegate, Args...> *creator, delegate cb);
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bool Disconnect(); // Breaks the event connection, but does not destroy the instance
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void Invoke(Args... e);
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public:
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// Fuck it make this public
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// Don't be stupid!!
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delegate callback;
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private:
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BasicEvent<delegate, Args...> * owner;
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//delegate callback;
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bool active = true;
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};
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template<typename delegate, typename... Args>
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Connection<delegate, Args...>::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
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template <typename delegate, typename... Args>
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void Connection<delegate, Args...>::Invoke(Args... e) { callback(e...); }
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template <typename delegate, typename ... Args>
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bool Connection<delegate, Args...>::Disconnect() {
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if (active) {
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owner->Disconnect(this);
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active = false;
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return true;
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}
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return false;
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}
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12
main.cpp
12
main.cpp
@@ -1,7 +1,6 @@
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#include <iostream>
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#include <iostream>
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#include <functional>
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#include <functional>
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#include <Event.h>
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#include <Event.h>
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#include <EventConnection.h>
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#include <cmath>
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#include <cmath>
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void ProcessMessage(const std::string& message)
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void ProcessMessage(const std::string& message)
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@@ -48,6 +47,9 @@ std::string Truncate(float input) {
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ss << std::fixed << std::setprecision(roundTo) << fractional << suffix;
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ss << std::fixed << std::setprecision(roundTo) << fractional << suffix;
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}
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}
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str = ss.str();
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str = ss.str();
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return str;
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return str;
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@@ -96,7 +98,7 @@ int main() {
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break;
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break;
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}
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}
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std::cout << "std::string& iterations in 1 second: ~" << Truncate(iterations) << std::endl;
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std::cout << "std::string& iterations in 1 second: " << Truncate(iterations) << std::endl;
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start = std::chrono::high_resolution_clock::now();
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start = std::chrono::high_resolution_clock::now();
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iterations = 0;
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iterations = 0;
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@@ -111,7 +113,7 @@ int main() {
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if (elapsed.count() >= 1.0)
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if (elapsed.count() >= 1.0)
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break;
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break;
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}
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}
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std::cout << "void iterations in 1 second: ~" << Truncate(iterations) << std::endl;
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std::cout << "void iterations in 1 second: " << Truncate(iterations) << std::endl;
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start = std::chrono::high_resolution_clock::now();
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start = std::chrono::high_resolution_clock::now();
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iterations = 0;
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iterations = 0;
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@@ -128,7 +130,7 @@ int main() {
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break;
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break;
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}
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}
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std::cout << "float iterations in 1 second: ~" << Truncate(iterations) << std::endl;
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std::cout << "float iterations in 1 second: " << Truncate(iterations) << std::endl;
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start = std::chrono::high_resolution_clock::now();
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start = std::chrono::high_resolution_clock::now();
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iterations = 0;
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iterations = 0;
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@@ -144,7 +146,7 @@ int main() {
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if (elapsed.count() >= 1.0)
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if (elapsed.count() >= 1.0)
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break;
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break;
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}
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}
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std::cout << "long long iterations in 1 second: ~" << Truncate(iterations) << std::endl;
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std::cout << "long long iterations in 1 second: " << Truncate(iterations) << std::endl;
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return 0;
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return 0;
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}
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}
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@@ -1 +0,0 @@
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#include <EventConnection.h>
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