4 Commits

3 changed files with 83 additions and 192 deletions

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@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.27) cmake_minimum_required(VERSION 3.18..3.27)
project(Event project(Event
VERSION 1.0 VERSION 1.0
LANGUAGES CXX LANGUAGES CXX

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@@ -1,8 +1,8 @@
/// @file BasicEvent.hpp /// @file Connection.hpp
/// @description Templated BasicEvent Hook Class modeled after C# events /// @description Callback handler for event connections
/// @author Josh O'Leary - Redacted Software /// @author Josh O'Leary - Redacted Software
/// @revision 3 /// @revision 3
/// @lastedit 2024-06-01 /// @lastedit 2024-02-21
/// @license Unlicense - Public Domain /// @license Unlicense - Public Domain
#pragma once #pragma once
@@ -11,45 +11,54 @@
#include <functional> #include <functional>
#include <memory> #include <memory>
// TODO: ThreadSafeEvent / AsyncEvent version of the class. /// A delegate can be any function object or function-like object. The Args are the arguments accepted by that object
// TODO: ConsumableEvent - a version that can be "consumed" by a callback by returning true. It will be sunk and not passed to further callbacks.
/// See EventConnection.h
template <typename delegate, typename ... Args> template <typename delegate, typename ... Args>
class Connection; class BasicEvent {
public:
/// 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;
};
/// @see Event.h using EventPtr = std::shared_ptr<Connection>;
template <typename delegate, typename ... Args> public:
class BasicEvent; // 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);
/// A type that represents a handle to an active event connection. /// Also support binding callbacks that don't read in arguments, as a shorthand.
template <typename delegate, typename ... Args> // TODO: No need to wrap the callback if the template args type is void.
class Connection { Connection Connect(const std::function<void()>& default_callback);
public: /// Also support binding callbacks that don't read in arguments, as a shorthand.
friend BasicEvent<delegate, Args...>; // TODO: No need to wrap the callback if the template args type is void.
public: Connection operator += (const std::function<void()>& default_callback);
Connection(BasicEvent<delegate, Args...> *creator, delegate cb);
bool Disconnect(); // Breaks the event connection, but does not destroy the instance protected:
void Invoke(Args... e); std::vector<EventPtr> listeners;
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> template<typename delegate, typename... Args>
Connection<delegate, Args...>::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {} BasicEvent<delegate, Args...>::Connection::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
template <typename delegate, typename... Args> template <typename delegate, typename... Args>
void Connection<delegate, Args...>::Invoke(Args... e) { callback(e...); } void BasicEvent<delegate, Args...>::Connection::Invoke(Args... e) { callback(e...); }
template <typename delegate, typename ... Args> template <typename delegate, typename ... Args>
bool Connection<delegate, Args...>::Disconnect() { bool BasicEvent<delegate, Args...>::Connection::Disconnect() {
if (active) { if (active) {
owner->Disconnect(this); owner->Disconnect(this);
active = false; active = false;
@@ -58,54 +67,45 @@ bool Connection<delegate, Args...>::Disconnect() {
return false; return false;
} }
/// BasicEvent is a templated class that can be used to raise events that can be listened in on template<typename delegate, typename... Args>
/// at other points in a codebase without having to tightly couple the two pieces of code. BasicEvent<delegate, Args...>::Connection BasicEvent<delegate, Args...>::operator+=(delegate callback) { return Connect(callback); }
/// @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. template<typename delegate, typename ... Args>
template <typename delegate, typename ... Args> typename BasicEvent<delegate, Args...>::Connection BasicEvent<delegate, Args...>::Connect(
class BasicEvent { const std::function<void()> &default_callback) {
public: delegate wrapper = [default_callback] (Args... args) { default_callback(); };
using connection = Connection<delegate, Args ...>; return Connect(wrapper);
using event_ptr = std::shared_ptr<connection>; }
public:
/// Invokes the event, calling all currently bound connections, and passing in the given arguments. template<typename delegate, typename ... Args>
virtual void Invoke(Args... args); typename BasicEvent<delegate, Args...>::Connection BasicEvent<delegate, Args...>::operator+=(
/// The call operator also invokes the event const std::function<void()> &default_callback) {
void operator()(Args... args); return Connect(default_callback);
connection Connect(delegate callback); }
void Disconnect(connection &conn);
connection operator+=(delegate callback);
protected:
std::vector<event_ptr> listeners;
//uint64_t listenerCounter = 0;
};
template<typename delegate, typename... Args> template<typename delegate, typename... Args>
Connection<delegate, Args...> BasicEvent<delegate, Args...>::operator+=(delegate callback) { return Connect(callback); } void BasicEvent<delegate, Args...>::operator()(Args... args) { Invoke(args...); }
template<typename delegate, typename... Args>
void BasicEvent<delegate, Args...>::operator()(Args... args) { Invoke(args...);}
template <typename delegate, typename ... Args> template <typename delegate, typename ... Args>
void BasicEvent<delegate, Args...>::Invoke(Args... 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...); connection_ptr->Invoke(args...);
}
} }
template <typename delegate, typename ... Args> template <typename delegate, typename ... Args>
Connection<delegate, Args...> BasicEvent<delegate, Args...>::Connect(delegate callback) BasicEvent<delegate, Args...>::Connection BasicEvent<delegate, Args...>::Connect(delegate callback) {
{ EventPtr retval(new Connection(this, callback));
event_ptr retval(new connection(this, callback));
this->listeners.push_back(retval); this->listeners.push_back(retval);
return *retval; return *retval;
} }
template <typename delegate, typename ... Args> 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()); listeners.erase(std::remove(listeners.begin(), listeners.end(), 99), listeners.end());
} }
/// The default event which uses a std::function as the delegate. /// 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> template <typename ... Args>
using Event = BasicEvent<std::function<void(Args...)>, Args...>; using Event = BasicEvent<std::function<void(Args...)>, Args...>;

147
main.cpp
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@@ -1,156 +1,47 @@
#include <iostream> #include <iostream>
#include <functional> #include <functional>
#include <Event.h> #include <Event.h>
#include <cmath> //#include <EventConnection.h>
//#include "bullshit.h"
#include "stack"
void ProcessMessage(const std::string& message) void ProcessMessage(const std::string& message)
{ {
//std::cout << "Received: " << message << std::endl; std::cout << "Received: " << message << std::endl;
} }
// TODO: BasicEvent tests here.
int SigFigsTable[] = {0,0,0,1,0,0,1,0,0,1};
int DivBy[] = {1,1,1, 1000,1000,1000, 1000000, 1000000, 1000000, 1000000000, 1000000000,1000000000};
std::vector<std::string> Suffixes = {
"", "", "",
" Thousand", " Thousand", " Thousand",
" Million", " Million", " Million",
" Billion", " Billion", " Billion",
" Trillion", " Trillion", " Trillion",
" Quadrillion", " Quadrillion", " Quadrillion"
};
float Round(float f, float decimalPlaces) {
float mult = std::pow(10, decimalPlaces);
return std::floor(f * mult + 0.5f) / mult;
}
float Sign(float f) { return f >= 0.f ? 1.f : -1.f;}
std::string Truncate(float input) {
std::stringstream ss;
std::string str = "";
if (input < 1000)
ss << std::fixed << std::setprecision(0) << input;
else {
int figs = std::ceil(std::log10(input)) - 1;
auto suffix = Suffixes[figs];
auto roundTo = SigFigsTable[figs];
auto divBy = DivBy[figs];
auto fractional = input / (float)divBy;
// Increment roundTo for extra precision!!
ss << std::fixed << std::setprecision(roundTo) << fractional << suffix;
}
str = ss.str();
return str;
}
int main() { int main() {
BasicEvent<std::function<void(std::string)>, std::string> OnMessage;
Event<int> very_simple_event;
very_simple_event += [] (int i) { std::cout << i+5 << std::endl; };
very_simple_event.Invoke(69);
//Const string reference
BasicEvent<std::function<void(const std::string&)>, const std::string&> OnMessage;
auto handler = OnMessage += [&] (const std::string& message)
{
//std::cout << "GOTS A MESSAGE: " << message << std::endl;
};
//void
BasicEvent<std::function<void()>> VoidDelegate; BasicEvent<std::function<void()>> VoidDelegate;
auto handler2 = OnMessage += ProcessMessage;
//Float
BasicEvent<std::function<void(float)>, float> floatEvent;
auto floatHandler = floatEvent += [&] (float){};
//long long
BasicEvent<std::function<void(unsigned long long)>, unsigned long long> longlongEvent;
auto longlongHandler = longlongEvent += [&] (unsigned long long){};
bool run = true; bool run = true;
auto start = std::chrono::high_resolution_clock::now();
unsigned long long iterations = 0; auto handler = OnMessage += [&] (const std::string& message)
{
std::cout << "GOTS A MESSAGE: " << message << std::endl;
};
auto handler2 = OnMessage += ProcessMessage;
auto handler3 = OnMessage += [&] {
std::cout << "Connect to event, with default callback, if we don't care about using the provided arguments." << std::endl;
};
while (run) while (run)
{ {
std::string input = "test"; std::string input;
std::cin >> input;
OnMessage.Invoke(input); OnMessage.Invoke(input);
OnMessage(input);
iterations++;
auto now = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsed = now - start;
if (elapsed.count() >= 1.0)
break;
}
std::cout << "std::string& iterations in 1 second: " << Truncate(iterations) << std::endl;
start = std::chrono::high_resolution_clock::now();
iterations = 0;
while (run)
{
VoidDelegate.Invoke(); VoidDelegate.Invoke();
OnMessage(input);
VoidDelegate(); VoidDelegate();
iterations++;
auto now = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsed = now - start;
if (elapsed.count() >= 1.0)
break;
}
std::cout << "void iterations in 1 second: " << Truncate(iterations) << std::endl;
start = std::chrono::high_resolution_clock::now();
iterations = 0;
while (run)
{
floatEvent.Invoke(1.25);
floatEvent(1.25);
iterations++;
auto now = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsed = now - start;
if (elapsed.count() >= 1.0)
break;
} }
std::cout << "float iterations in 1 second: " << Truncate(iterations) << std::endl;
start = std::chrono::high_resolution_clock::now();
iterations = 0;
while (run)
{
longlongEvent.Invoke(20);
longlongEvent(20);
iterations++;
auto now = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsed = now - start;
if (elapsed.count() >= 1.0)
break;
}
std::cout << "long long iterations in 1 second: " << Truncate(iterations) << std::endl;
return 0; return 0;
} }
#ifdef _WIN32 #ifdef _WIN32
extern "C" { extern "C" {
int wmain(int argc, wchar_t* argv[]) { int wmain(int argc, wchar_t* argv[]) {