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
VERSION 1.0
LANGUAGES CXX

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@@ -0,0 +1,98 @@
# 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
/// @description Templated Event 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
@@ -11,53 +11,80 @@
#include <functional>
#include <memory>
// TODO: Document & Explain this
#include <EventConnection.h>
template <typename ... Args>
class EventConnection;
template <typename ... Args>
class Event {
/// 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:
using delegate = std::function<void(Args...)>;
using connection = EventConnection<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);
void Invoke(Args... args);
// 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);
private:
std::vector<event_ptr> listeners;
uint64_t listenerCounter = 0;
Connection Connect(delegate callback);
void Disconnect(Connection &conn);
Connection operator+=(delegate callback);
protected:
std::vector<EventPtr> listeners;
};
template<typename... Args>
EventConnection<Args...> Event<Args...>::operator+=(Event::delegate callback) { return Connect(callback); }
template<typename delegate, typename... Args>
BasicEvent<delegate, Args...>::Connection::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
template<typename... Args>
void Event<Args...>::operator()(Args... args) { Invoke(args...);}
template <typename delegate, typename... Args>
void BasicEvent<delegate, Args...>::Connection::Invoke(Args... e) { callback(e...); }
template <typename ... Args>
void Event<Args...>::Invoke(Args... args) {
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...);
}
}
template <typename ... Args>
EventConnection<Args...> Event<Args...>::Connect(delegate callback)
{
event_ptr retval(new connection(this, callback));
template <typename delegate, typename ... Args>
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 ... Args>
void Event<Args...>::Disconnect(connection &conn) {
template <typename delegate, typename ... Args>
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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@@ -1,45 +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 <functional>
#include <Event.h>
//#include <EventConnection.h>
//#include "bullshit.h"
#include "stack"
void ProcessMessage(const std::string& message)
{
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;
@@ -24,8 +29,12 @@ int main() {
std::string input;
std::cin >> input;
OnMessage.Invoke(input);
VoidDelegate.Invoke();
OnMessage(input);
VoidDelegate();
}
return 0;
}

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

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