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Release-7
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98
README.md
98
README.md
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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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@@ -14,10 +14,50 @@
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// TODO: ThreadSafeEvent / AsyncEvent version of the class.
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// TODO: ConsumableEvent - a version that can be "consumed" by a callback by returning true. It will be sunk and not passed to further callbacks.
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///
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/// See EventConnection.h
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template <typename delegate, typename ... Args>
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class Connection;
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/// @see Event.h
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template <typename delegate, typename ... Args>
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class BasicEvent;
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/// A type that represents a handle to an active event connection.
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template <typename delegate, typename ... Args>
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class Connection {
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public:
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friend BasicEvent<delegate, Args...>;
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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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void Invoke(Args... e);
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public:
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// Fuck it make this public
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// Don't be stupid!!
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delegate callback;
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private:
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BasicEvent<delegate, 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 delegate, typename... Args>
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Connection<delegate, Args...>::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
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template <typename delegate, typename... Args>
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void Connection<delegate, Args...>::Invoke(Args... e) { callback(e...); }
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template <typename delegate, typename ... Args>
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bool Connection<delegate, 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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/// BasicEvent is a templated class that can be used to raise events that can be listened in on
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/// at other points in a codebase without having to tightly couple the two pieces of code.
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/// @param delegate A type that can be invoked via operator() 'Call operator'.
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@@ -28,15 +68,16 @@ public:
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using connection = Connection<delegate, Args ...>;
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using event_ptr = 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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/// Invokes the event, calling all currently bound connections, and passing in the given arguments.
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virtual void Invoke(Args... args);
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/// The call operator also invokes the event
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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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protected:
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std::vector<event_ptr> listeners;
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uint64_t listenerCounter = 0;
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//uint64_t listenerCounter = 0;
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};
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template<typename delegate, typename... Args>
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@@ -47,9 +88,8 @@ 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 (event_ptr &connection_ptr: this->listeners) {
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for (event_ptr &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 delegate, typename ... Args>
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@@ -65,6 +105,7 @@ void BasicEvent<delegate, Args...>::Disconnect(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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/// The default event which uses a std::function as the delegate.
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template <typename ... Args>
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using Event = BasicEvent<std::function<void(Args...)>, Args...>;
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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 2024-02-21
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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 delegate, typename ... Args>
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class BasicEvent;
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/// A type that represents a handle to an active event connection.
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template <typename delegate, typename ... Args>
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class Connection {
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private:
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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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void Invoke(Args... e);
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private:
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BasicEvent<delegate, 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 delegate, typename... Args>
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Connection<delegate, Args...>::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
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template <typename delegate, typename... Args>
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void Connection<delegate, Args...>::Invoke(Args... e) { callback(e...); }
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template <typename delegate, typename ... Args>
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bool Connection<delegate, 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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154
main.cpp
154
main.cpp
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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 <cmath>
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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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//std::cout << "Received: " << message << std::endl;
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}
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// TODO: Event tests here.
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int main() {
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int SigFigsTable[] = {0,0,0,1,0,0,1,0,0,1};
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Event<int> cum;
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int DivBy[] = {1,1,1, 1000,1000,1000, 1000000, 1000000, 1000000, 1000000000, 1000000000,1000000000};
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cum += [] (int i) { std::cout << i+5 << std::endl; };
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std::vector<std::string> Suffixes = {
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"", "", "",
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" Thousand", " Thousand", " Thousand",
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" Million", " Million", " Million",
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" Billion", " Billion", " Billion",
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" Trillion", " Trillion", " Trillion",
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" Quadrillion", " Quadrillion", " Quadrillion"
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};
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cum.Invoke(69);
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float Round(float f, float decimalPlaces) {
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float mult = std::pow(10, decimalPlaces);
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return std::floor(f * mult + 0.5f) / mult;
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}
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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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float Sign(float f) { return f >= 0.f ? 1.f : -1.f;}
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bool run = true;
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std::string Truncate(float input) {
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auto handler = OnMessage += [&] (const std::string& message)
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{
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std::cout << "GOTS A MESSAGE: " << message << std::endl;
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};
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auto handler2 = OnMessage += ProcessMessage;
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std::stringstream ss;
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std::string str = "";
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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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if (input < 1000)
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ss << std::fixed << std::setprecision(0) << input;
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else {
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int figs = std::ceil(std::log10(input)) - 1;
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auto suffix = Suffixes[figs];
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auto roundTo = SigFigsTable[figs];
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auto divBy = DivBy[figs];
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auto fractional = input / (float)divBy;
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// Increment roundTo for extra precision!!
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ss << std::fixed << std::setprecision(roundTo) << fractional << suffix;
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}
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str = ss.str();
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return str;
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}
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int main() {
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Event<int> very_simple_event;
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very_simple_event += [] (int i) { std::cout << i+5 << std::endl; };
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very_simple_event.Invoke(69);
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//Const string reference
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BasicEvent<std::function<void(const std::string&)>, const std::string&> OnMessage;
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auto handler = OnMessage += [&] (const std::string& message)
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{
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//std::cout << "GOTS A MESSAGE: " << message << std::endl;
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};
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//void
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BasicEvent<std::function<void()>> VoidDelegate;
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auto handler2 = OnMessage += ProcessMessage;
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//Float
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BasicEvent<std::function<void(float)>, float> floatEvent;
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auto floatHandler = floatEvent += [&] (float){};
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//long long
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BasicEvent<std::function<void(unsigned long long)>, unsigned long long> longlongEvent;
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auto longlongHandler = longlongEvent += [&] (unsigned long long){};
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bool run = true;
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auto start = std::chrono::high_resolution_clock::now();
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unsigned long long iterations = 0;
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while (run)
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{
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std::string input = "test";
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OnMessage.Invoke(input);
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OnMessage(input);
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iterations++;
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auto now = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> elapsed = now - start;
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if (elapsed.count() >= 1.0)
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break;
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}
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std::cout << "std::string& iterations in 1 second: " << Truncate(iterations) << std::endl;
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start = std::chrono::high_resolution_clock::now();
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iterations = 0;
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while (run)
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{
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VoidDelegate.Invoke();
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VoidDelegate();
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iterations++;
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auto now = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> elapsed = now - start;
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if (elapsed.count() >= 1.0)
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break;
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}
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std::cout << "void iterations in 1 second: " << Truncate(iterations) << std::endl;
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start = std::chrono::high_resolution_clock::now();
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iterations = 0;
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while (run)
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{
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floatEvent.Invoke(1.25);
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floatEvent(1.25);
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iterations++;
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auto now = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> elapsed = now - start;
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if (elapsed.count() >= 1.0)
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break;
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}
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std::cout << "float iterations in 1 second: " << Truncate(iterations) << std::endl;
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start = std::chrono::high_resolution_clock::now();
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iterations = 0;
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while (run)
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{
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longlongEvent.Invoke(20);
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longlongEvent(20);
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iterations++;
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auto now = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> elapsed = now - start;
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if (elapsed.count() >= 1.0)
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break;
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}
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std::cout << "long long iterations in 1 second: " << Truncate(iterations) << std::endl;
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return 0;
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}
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#ifdef _WIN32
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extern "C" {
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int wmain(int argc, wchar_t* argv[]) {
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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