15 Commits

7 changed files with 178 additions and 88 deletions

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@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.18) 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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# Event
### A C++20 Event system inspired by C# syntax.
![](https://img.shields.io/badge/Redacted-Software-black)
![Static Badge](https://img.shields.io/badge/Lit-Based-%20)
![C++](https://img.shields.io/badge/C%2B%2B-20-blue)
[![License: Unlicense](https://img.shields.io/badge/license-Unlicense-blue)](http://unlicense.org/)
## Features
* Fast
* (TODO: Profile!)
* Flexible
* Event delegate can be of any ![FunctionObject](https://en.cppreference.com/w/cpp/named_req/FunctionObject) type.
* Supports any set of parameters via templates.
* Easy To Use
* Written in portable and standard C++, no hacks or quirks.
* Utilizes Modern C++ features for elegant design.
* Zero dependencies. Fully self-contained.
* Unrestricted
* No GNU Copyleft communism. Totally Free & Public Domain.
## Coming Soon
* Event Filters / Policy
* Asynchronous
* Thread-Safe Version
* Priority Queue
* Auto disconnecting
## Supported Compilers
* GCC 14.2.1 (RedHat)
* MSVC 19.40
## Usage
This project is designed to be integrated via [CMake Package Manager](https://github.com/cpm-cmake/CPM.cmake).
```cmake
CPMAddPackage(
NAME Event
URL https://git.redacted.cc/josh/Event/archive/Release-7.zip
)
```
This snippet will automatically download a stable release of Event into your project's build directory, so it won't clutter your sources.
Take note of the release version and make sure it's the latest available in the Releases tab above.
```cmake
target_include_directories(${PROJECT_NAME} PUBLIC ${Event_SOURCE_DIR}/include)
target_link_libraries(${PROJECT_NAME} PUBLIC Event)
```
This snippet will import the headers, and then link the library to your library/executable. You should now be able to use Event.
The C++ snippet below reads input from the terminal and fires an event that received the input message.
```cpp
#include <Event.h>
#include <EventConnection.h>
void ReadMessage(const std::string& message) {
std::cout << "Received: " << message << std::endl;
}
int main()
{
Event<std::string> OnInput; // This and the declaration below are equivalent.
BasicEvent<std::function<void(std::string)>, std::string> OnInput2;
bool running = true;
while (running) {
std::string input;
std::cin >> input;
OnInput.Invoke(input);
OnInput(input); // Call operator is defined as well.
}
return 0;
}
More advanced examples can be found in the main.cpp file.
```
## Documentation
Documentation is automatically generated from latest commit and is hosted at https://doc.redacted.cc/event .
## Contributing
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.
## License
Event is expressly licensed to the Public Domain under the Unlicense. See the LICENSE file for details.
## Acknowledgements
Event is developed and maintained by Joshua O'Leary @ Redacted Software, and contributors.
Special thanks to Maxine Hayes.

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@@ -1,8 +1,8 @@
/// @file Event.hpp /// @file Connection.hpp
/// @description Templated Event 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
@@ -11,53 +11,80 @@
#include <functional> #include <functional>
#include <memory> #include <memory>
// TODO: Document & Explain this /// 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>
#include <EventConnection.h> class BasicEvent {
template <typename ... Args>
class EventConnection;
template <typename ... Args>
class Event {
public: public:
using delegate = std::function<void(Args...)>; /// A type that represents a handle to an active event connection.
using connection = EventConnection<Args ...>; class Connection {
using event_ptr = std::shared_ptr<connection>;
public: public:
void Await(Args& ... arg); Connection(BasicEvent<delegate, Args...> *creator, delegate cb);
void Invoke(Args... args); bool Disconnect(); // Breaks the event connection, but does not destroy the instance
void operator()(Args... args); // If improperly used could lead to run away events? - Maxine
connection Connect(delegate callback); void Invoke(Args... e);
void Disconnect(connection &conn); public:
connection operator+=(delegate callback); // 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: private:
std::vector<event_ptr> listeners; BasicEvent<delegate, Args...> *owner;
uint64_t listenerCounter = 0; bool active = true;
}; };
template<typename... Args> using EventPtr = std::shared_ptr<Connection>;
EventConnection<Args...> Event<Args...>::operator+=(Event::delegate callback) { return Connect(callback); } public:
// 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);
protected:
std::vector<EventPtr> listeners;
};
template<typename... Args> template<typename delegate, typename... Args>
void Event<Args...>::operator()(Args... args) { Invoke(args...);} BasicEvent<delegate, Args...>::Connection::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
template <typename ... Args> template <typename delegate, typename... Args>
void Event<Args...>::Invoke(Args... args) { void BasicEvent<delegate, Args...>::Connection::Invoke(Args... e) { callback(e...); }
for (event_ptr &connection_ptr: this->listeners) {
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>
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 (EventPtr &connection_ptr: this->listeners) {
connection_ptr->Invoke(args...); connection_ptr->Invoke(args...);
} }
} }
template <typename ... Args> template <typename delegate, typename ... Args>
EventConnection<Args...> Event<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 ... Args> template <typename delegate, typename ... Args>
void Event<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());
} }
/// 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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@@ -1,45 +0,0 @@
/// @file EventConnection.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 ... Args>
class Event;
template <typename ... Args>
class EventConnection {
private:
using delegate = std::function<void(Args...)>;
public:
EventConnection(Event<Args...> *creator, delegate cb);
bool Disconnect(); // Breaks the event connection, but does not destroy the instance
void Invoke(Args... e);
private:
Event<Args...> * owner;
delegate callback;
bool active = true;
};
template<typename... Args>
EventConnection<Args...>::EventConnection(Event<Args...> *creator, EventConnection::delegate cb) : owner(creator), callback(std::move(cb)) {}
template <typename... Args>
void EventConnection<Args...>::Invoke(Args... e) { callback(e...); }
template <typename ... Args>
bool EventConnection<Args...>::Disconnect() {
if (active) {
owner->Disconnect(this);
active = false;
return true;
}
return false;
}

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@@ -1,15 +1,20 @@
#include <iostream> #include <iostream>
#include <functional>
#include <Event.h> #include <Event.h>
//#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;
} }
int main() { // TODO: BasicEvent tests here.
Event<std::string> OnMessage; int main() {
BasicEvent<std::function<void(std::string)>, std::string> OnMessage;
BasicEvent<std::function<void()>> VoidDelegate;
bool run = true; bool run = true;
@@ -24,8 +29,12 @@ int main() {
std::string input; std::string input;
std::cin >> input; std::cin >> input;
OnMessage.Invoke(input); OnMessage.Invoke(input);
VoidDelegate.Invoke();
OnMessage(input);
VoidDelegate();
} }
return 0; return 0;
} }

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#include <Event.h> #include <Event.h>

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#include <EventConnection.h>