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@@ -1,4 +1,4 @@
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cmake_minimum_required(VERSION 3.18)
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cmake_minimum_required(VERSION 3.18..3.27)
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project(Event
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VERSION 1.0
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LANGUAGES CXX
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98
README.md
98
README.md
@@ -0,0 +1,98 @@
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# Event
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### A C++20 Event system inspired by C# syntax.
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[](http://unlicense.org/)
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## Features
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* Fast
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* (TODO: Profile!)
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* Flexible
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* Event delegate can be of any  type.
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* Supports any set of parameters via templates.
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* Easy To Use
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* Written in portable and standard C++, no hacks or quirks.
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* Utilizes Modern C++ features for elegant design.
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* Zero dependencies. Fully self-contained.
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* Unrestricted
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* No GNU Copyleft communism. Totally Free & Public Domain.
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## Coming Soon
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* Event Filters / Policy
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* Asynchronous
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* Thread-Safe Version
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* Priority Queue
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* Auto disconnecting
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## Supported Compilers
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* GCC 14.2.1 (RedHat)
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* MSVC 19.40
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## Usage
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This project is designed to be integrated via [CMake Package Manager](https://github.com/cpm-cmake/CPM.cmake).
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```cmake
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CPMAddPackage(
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NAME Event
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URL https://git.redacted.cc/josh/Event/archive/Release-7.zip
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)
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```
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This snippet will automatically download a stable release of Event into your project's build directory, so it won't clutter your sources.
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Take note of the release version and make sure it's the latest available in the Releases tab above.
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```cmake
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target_include_directories(${PROJECT_NAME} PUBLIC ${Event_SOURCE_DIR}/include)
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target_link_libraries(${PROJECT_NAME} PUBLIC Event)
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```
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This snippet will import the headers, and then link the library to your library/executable. You should now be able to use Event.
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The C++ snippet below reads input from the terminal and fires an event that received the input message.
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```cpp
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#include <Event.h>
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#include <EventConnection.h>
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void ReadMessage(const std::string& message) {
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std::cout << "Received: " << message << std::endl;
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}
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int main()
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{
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Event<std::string> OnInput; // This and the declaration below are equivalent.
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BasicEvent<std::function<void(std::string)>, std::string> OnInput2;
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bool running = true;
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while (running) {
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std::string input;
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std::cin >> input;
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OnInput.Invoke(input);
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OnInput(input); // Call operator is defined as well.
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}
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return 0;
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}
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More advanced examples can be found in the main.cpp file.
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```
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## Documentation
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Documentation is automatically generated from latest commit and is hosted at https://doc.redacted.cc/event .
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## Contributing
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Contributions to this project are welcome! If you find a bug, have a feature request, or would like to contribute code, please submit an issue or pull request to the GitHub repository.
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## License
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Event is expressly licensed to the Public Domain under the Unlicense. See the LICENSE file for details.
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## Acknowledgements
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Event is developed and maintained by Joshua O'Leary @ Redacted Software, and contributors.
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Special thanks to Maxine Hayes.
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122
include/Event.h
122
include/Event.h
@@ -1,8 +1,8 @@
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/// @file Event.hpp
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/// @description Templated Event Hook Class modeled after C# events
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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 2024-06-01
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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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@@ -11,53 +11,101 @@
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#include <functional>
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#include <memory>
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// TODO: Document & Explain this
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#include <EventConnection.h>
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template <typename ... Args>
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class EventConnection;
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template <typename ... Args>
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class Event {
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/// A delegate can be any function object or function-like object. The Args are the arguments accepted by that object
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template <typename delegate, typename ... Args>
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class BasicEvent {
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public:
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using delegate = std::function<void(Args...)>;
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using connection = EventConnection<Args ...>;
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using event_ptr = std::shared_ptr<connection>;
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/// A type that represents a handle to an active event connection.
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class Connection {
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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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// If improperly used could lead to run away events? - Maxine
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void Invoke(Args... e);
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public:
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// This is made public in the case of function-like objects which store extra data.
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// This allows us to access members of the object when desired. See JTest's usage of the event system for an example.
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delegate callback;
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private:
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BasicEvent<delegate, Args...> *owner;
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bool active = true;
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};
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using EventPtr = std::shared_ptr<Connection>;
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public:
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void Await(Args& ... arg);
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void Invoke(Args... args);
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// See JTest Unit for why making this virtual is convenient
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virtual void Invoke(Args... args);
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void operator()(Args... args);
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connection Connect(delegate callback);
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void Disconnect(connection &conn);
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connection operator+=(delegate callback);
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private:
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std::vector<event_ptr> listeners;
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uint64_t listenerCounter = 0;
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Connection Connect(delegate callback);
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void Disconnect(Connection &conn);
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Connection operator+=(delegate callback);
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/// Also support binding callbacks that don't read in arguments, as a shorthand.
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// TODO: No need to wrap the callback if the template args type is void.
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Connection Connect(const std::function<void()>& default_callback);
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/// Also support binding callbacks that don't read in arguments, as a shorthand.
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// TODO: No need to wrap the callback if the template args type is void.
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Connection operator += (const std::function<void()>& default_callback);
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protected:
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std::vector<EventPtr> listeners;
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};
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template<typename... Args>
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EventConnection<Args...> Event<Args...>::operator+=(Event::delegate callback) { return Connect(callback); }
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template<typename delegate, typename... Args>
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BasicEvent<delegate, Args...>::Connection::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
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template<typename... Args>
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void Event<Args...>::operator()(Args... args) { Invoke(args...);}
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template <typename delegate, typename... Args>
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void BasicEvent<delegate, Args...>::Connection::Invoke(Args... e) { callback(e...); }
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template <typename ... Args>
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void Event<Args...>::Invoke(Args... args) {
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for (event_ptr &connection_ptr: this->listeners) {
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template <typename delegate, typename ... Args>
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bool BasicEvent<delegate, Args...>::Connection::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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template<typename delegate, typename... Args>
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BasicEvent<delegate, Args...>::Connection BasicEvent<delegate, Args...>::operator+=(delegate callback) { return Connect(callback); }
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template<typename delegate, typename ... Args>
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typename BasicEvent<delegate, Args...>::Connection BasicEvent<delegate, Args...>::Connect(
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const std::function<void()> &default_callback) {
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delegate wrapper = [default_callback] (Args... args) { default_callback(); };
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return Connect(wrapper);
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}
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template<typename delegate, typename ... Args>
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typename BasicEvent<delegate, Args...>::Connection BasicEvent<delegate, Args...>::operator+=(
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const std::function<void()> &default_callback) {
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return Connect(default_callback);
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}
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template<typename delegate, typename... Args>
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void BasicEvent<delegate, Args...>::operator()(Args... args) { Invoke(args...); }
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template <typename delegate, typename ... Args>
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void BasicEvent<delegate, Args...>::Invoke(Args... args) {
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for (EventPtr &connection_ptr: this->listeners) {
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connection_ptr->Invoke(args...);
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}
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}
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template <typename ... Args>
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EventConnection<Args...> Event<Args...>::Connect(delegate callback)
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{
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event_ptr retval(new connection(this, callback));
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template <typename delegate, typename ... Args>
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BasicEvent<delegate, Args...>::Connection BasicEvent<delegate, Args...>::Connect(delegate callback) {
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EventPtr retval(new Connection(this, callback));
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this->listeners.push_back(retval);
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return *retval;
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}
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template <typename ... Args>
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void Event<Args...>::Disconnect(connection &conn) {
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template <typename delegate, typename ... Args>
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void BasicEvent<delegate, Args...>::Disconnect(BasicEvent<delegate, Args...>::Connection &conn) {
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listeners.erase(std::remove(listeners.begin(), listeners.end(), 99), listeners.end());
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}
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}
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/// Event is a generic event type. It is more often we will be using a void function rather than a function-like object.
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template <typename ... Args>
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using Event = BasicEvent<std::function<void(Args...)>, Args...>;
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@@ -1,45 +0,0 @@
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/// @file EventConnection.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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template <typename ... Args>
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class Event;
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template <typename ... Args>
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class EventConnection {
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private:
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using delegate = std::function<void(Args...)>;
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public:
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EventConnection(Event<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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private:
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Event<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... Args>
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EventConnection<Args...>::EventConnection(Event<Args...> *creator, EventConnection::delegate cb) : owner(creator), callback(std::move(cb)) {}
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template <typename... Args>
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void EventConnection<Args...>::Invoke(Args... e) { callback(e...); }
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template <typename ... Args>
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bool EventConnection<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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19
main.cpp
19
main.cpp
@@ -1,15 +1,20 @@
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#include <iostream>
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#include <functional>
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#include <Event.h>
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//#include <EventConnection.h>
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//#include "bullshit.h"
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#include "stack"
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void ProcessMessage(const std::string& message)
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{
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std::cout << "Received: " << message << std::endl;
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}
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int main() {
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// TODO: BasicEvent tests here.
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Event<std::string> OnMessage;
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int main() {
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BasicEvent<std::function<void(std::string)>, std::string> OnMessage;
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BasicEvent<std::function<void()>> VoidDelegate;
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bool run = true;
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@@ -19,13 +24,21 @@ int main() {
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};
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auto handler2 = OnMessage += ProcessMessage;
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auto handler3 = OnMessage += [&] {
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std::cout << "Connect to event, with default callback, if we don't care about using the provided arguments." << std::endl;
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};
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while (run)
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{
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std::string input;
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std::cin >> input;
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OnMessage.Invoke(input);
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VoidDelegate.Invoke();
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OnMessage(input);
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VoidDelegate();
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}
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return 0;
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}
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@@ -1 +1,3 @@
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#include <Event.h>
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#include <Event.h>
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@@ -1 +0,0 @@
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#include <EventConnection.h>
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Reference in New Issue
Block a user