Restructured for readability and comprehension. Left some comments explaining a few bits better.

This commit is contained in:
2024-09-08 18:58:29 -04:00
parent d0222a0dce
commit 9cc1f3a5ed
5 changed files with 53 additions and 130 deletions

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@@ -1,40 +0,0 @@
#pragma once
#include <functional>
//template< class RT, class CallableT, class... ArgTypes >
template<class CallableT, class... ArgTypes >
class Callable {
static_assert(std::is_invocable_v<CallableT(ArgTypes...)>);
using invoke = CallableT;
public:
invoke;
//CallableT invoke = CallableT();
//ArgTypes... args
//invoke() { /*return CallableT(args...);*/ return CallableT(RT()); }
};
template< class R, class Fn, class... ArgTypes >
class Cunt {
static_assert(std::is_invocable_r_v<R, Fn, ArgTypes...>);
};
template< class RT, class... ArgTypes>
class EventBase {
public:
//using delegate = CallableT;
using delegate = std::function<RT(ArgTypes...)>;
public:
RT Invoke(ArgTypes... args);
RT operator()(ArgTypes... args);
protected:
delegate callback;
};
};

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@@ -1,8 +1,8 @@
/// @file BasicEvent.hpp
/// @description Templated BasicEvent Hook Class modeled after C# events
/// @file Connection.hpp
/// @description Callback handler for event connections
/// @author Josh O'Leary - Redacted Software
/// @revision 3
/// @lastedit 2024-06-01
/// @lastedit 2024-02-21
/// @license Unlicense - Public Domain
#pragma once
@@ -11,61 +11,80 @@
#include <functional>
#include <memory>
// TODO: ThreadSafeEvent / AsyncEvent version of the class.
// TODO: ConsumableEvent - a version that can be "consumed" by a callback by returning true. It will be sunk and not passed to further callbacks.
///
template <typename delegate, typename ... Args>
class Connection;
/// BasicEvent is a templated class that can be used to raise events that can be listened in on
/// at other points in a codebase without having to tightly couple the two pieces of code.
/// @param delegate A type that can be invoked via operator() 'Call operator'.
/// @param Args... The arguments that will be expected by this event and passed to it's delegate.
/// A delegate can be any function object or function-like object. The Args are the arguments accepted by that object
template <typename delegate, typename ... Args>
class BasicEvent {
public:
friend Connection<delegate, Args ...>;
using connection = Connection<delegate, Args ...>;
using event_ptr = std::shared_ptr<connection>;
/// A type that represents a handle to an active event connection.
class Connection {
public:
Connection(BasicEvent<delegate, Args...> *creator, delegate cb);
bool Disconnect(); // Breaks the event connection, but does not destroy the instance
// If improperly used could lead to run away events? - Maxine
void Invoke(Args... e);
public:
// This is made public in the case of function-like objects which store extra data.
// This allows us to access members of the object when desired. See JTest's usage of the event system for an example.
delegate callback;
private:
BasicEvent<delegate, Args...> *owner;
bool active = true;
};
using EventPtr = std::shared_ptr<Connection>;
public:
void Await(Args& ... arg);
// See JTest Unit for why making this virtual is convenient
virtual void Invoke(Args... args);
void operator()(Args... args);
connection Connect(delegate callback);
void Disconnect(connection &conn);
connection operator+=(delegate callback);
Connection Connect(delegate callback);
void Disconnect(Connection &conn);
Connection operator+=(delegate callback);
protected:
std::vector<event_ptr> listeners;
//uint64_t listenerCounter = 0;
std::vector<EventPtr> listeners;
};
template<typename delegate, typename... Args>
Connection<delegate, Args...> BasicEvent<delegate, Args...>::operator+=(delegate callback) { return Connect(callback); }
BasicEvent<delegate, Args...>::Connection::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
template <typename delegate, typename... Args>
void BasicEvent<delegate, Args...>::Connection::Invoke(Args... e) { callback(e...); }
template <typename delegate, typename ... Args>
bool BasicEvent<delegate, Args...>::Connection::Disconnect() {
if (active) {
owner->Disconnect(this);
active = false;
return true;
}
return false;
}
template<typename delegate, typename... Args>
void BasicEvent<delegate, Args...>::operator()(Args... args) { Invoke(args...);}
BasicEvent<delegate, Args...>::Connection BasicEvent<delegate, Args...>::operator+=(delegate callback) { return Connect(callback); }
template<typename delegate, typename... Args>
void BasicEvent<delegate, Args...>::operator()(Args... args) { Invoke(args...); }
template <typename delegate, typename ... Args>
void BasicEvent<delegate, Args...>::Invoke(Args... args) {
for (event_ptr &connection_ptr: this->listeners) {
for (EventPtr &connection_ptr: this->listeners) {
connection_ptr->Invoke(args...);
}
}
template <typename delegate, typename ... Args>
Connection<delegate, Args...> BasicEvent<delegate, Args...>::Connect(delegate callback)
{
event_ptr retval(new connection(this, callback));
BasicEvent<delegate, Args...>::Connection BasicEvent<delegate, Args...>::Connect(delegate callback) {
EventPtr retval(new Connection(this, callback));
this->listeners.push_back(retval);
return *retval;
}
template <typename delegate, typename ... Args>
void BasicEvent<delegate, Args...>::Disconnect(connection &conn) {
void BasicEvent<delegate, Args...>::Disconnect(BasicEvent<delegate, Args...>::Connection &conn) {
listeners.erase(std::remove(listeners.begin(), listeners.end(), 99), listeners.end());
}
/// Event is a generic event type. It is more often we will be using a void function rather than a function-like object.
template <typename ... Args>
using Event = BasicEvent<std::function<void(Args...)>, Args...>;

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@@ -1,50 +0,0 @@
/// @file Connection.hpp
/// @description Callback handler for event connections
/// @author Josh O'Leary - Redacted Software
/// @revision 3
/// @lastedit 2024-02-21
/// @license Unlicense - Public Domain
#pragma once
#include <functional>
#include <Event.h>
template <typename delegate, typename ... Args>
class BasicEvent;
/// A type that represents a handle to an active event connection.
template <typename delegate, typename ... Args>
class Connection {
public:
friend BasicEvent<delegate, Args...>;
public:
Connection(BasicEvent<delegate, Args...> *creator, delegate cb);
bool Disconnect(); // Breaks the event connection, but does not destroy the instance
void Invoke(Args... e);
public:
// Fuck it make this public
// Don't be stupid!!
delegate callback;
private:
BasicEvent<delegate, Args...> * owner;
//delegate callback;
bool active = true;
};
template<typename delegate, typename... Args>
Connection<delegate, Args...>::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
template <typename delegate, typename... Args>
void Connection<delegate, Args...>::Invoke(Args... e) { callback(e...); }
template <typename delegate, typename ... Args>
bool Connection<delegate, Args...>::Disconnect() {
if (active) {
owner->Disconnect(this);
active = false;
return true;
}
return false;
}

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@@ -1,23 +1,18 @@
#include <iostream>
#include <functional>
#include <Event.h>
#include <EventConnection.h>
//#include <EventConnection.h>
//#include "bullshit.h"
#include "stack"
void ProcessMessage(const std::string& message)
{
std::cout << "Received: " << message << std::endl;
}
// TODO: Event tests here.
// TODO: BasicEvent tests here.
int main() {
Event<int> cum;
cum += [] (int i) { std::cout << i+5 << std::endl; };
cum.Invoke(69);
BasicEvent<std::function<void(std::string)>, std::string> OnMessage;
BasicEvent<std::function<void()>> VoidDelegate;

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@@ -1 +0,0 @@
#include <EventConnection.h>