10 Commits

5 changed files with 277 additions and 76 deletions

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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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// TODO: ThreadSafeEvent / AsyncEvent version of the class.
// 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>
class Connection;
/// @see Event.h
template <typename delegate, typename ... Args>
class BasicEvent;
/// A type that represents a handle to an active event connection.
template <typename delegate, typename ... Args>
class Connection {
public:
friend BasicEvent<delegate, Args...>;
public:
Connection(BasicEvent<delegate, Args...> *creator, delegate cb);
bool Disconnect(); // Breaks the event connection, but does not destroy the instance
void Invoke(Args... e);
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>
Connection<delegate, Args...>::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
template <typename delegate, typename... Args>
void Connection<delegate, Args...>::Invoke(Args... e) { callback(e...); }
template <typename delegate, typename ... Args>
bool Connection<delegate, Args...>::Disconnect() {
if (active) {
owner->Disconnect(this);
active = false;
return true;
}
return false;
}
/// BasicEvent is a templated class that can be used to raise events that can be listened in on
/// at other points in a codebase without having to tightly couple the two pieces of code.
/// @param delegate A type that can be invoked via operator() 'Call operator'.
@@ -28,15 +68,16 @@ public:
using connection = Connection<delegate, Args ...>;
using event_ptr = std::shared_ptr<connection>;
public:
void Await(Args& ... arg);
void Invoke(Args... args);
/// Invokes the event, calling all currently bound connections, and passing in the given arguments.
virtual void Invoke(Args... args);
/// The call operator also invokes the event
void operator()(Args... args);
connection Connect(delegate callback);
void Disconnect(connection &conn);
connection operator+=(delegate callback);
private:
protected:
std::vector<event_ptr> listeners;
uint64_t listenerCounter = 0;
//uint64_t listenerCounter = 0;
};
template<typename delegate, typename... Args>
@@ -47,9 +88,8 @@ void BasicEvent<delegate, Args...>::operator()(Args... args) { Invoke(args...);}
template <typename delegate, typename ... Args>
void BasicEvent<delegate, Args...>::Invoke(Args... args) {
for (event_ptr &connection_ptr: this->listeners) {
for (event_ptr &connection_ptr: this->listeners)
connection_ptr->Invoke(args...);
}
}
template <typename delegate, typename ... Args>
@@ -65,6 +105,7 @@ void BasicEvent<delegate, Args...>::Disconnect(connection &conn) {
listeners.erase(std::remove(listeners.begin(), listeners.end(), 99), listeners.end());
}
/// The default event which uses a std::function as the delegate.
template <typename ... Args>
using Event = BasicEvent<std::function<void(Args...)>, Args...>;

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/// @file Connection.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 delegate, typename ... Args>
class BasicEvent;
/// A type that represents a handle to an active event connection.
template <typename delegate, typename ... Args>
class Connection {
private:
public:
Connection(BasicEvent<delegate, Args...> *creator, delegate cb);
bool Disconnect(); // Breaks the event connection, but does not destroy the instance
void Invoke(Args... e);
private:
BasicEvent<delegate, Args...> * owner;
delegate callback;
bool active = true;
};
template<typename delegate, typename... Args>
Connection<delegate, Args...>::Connection(BasicEvent<delegate, Args...> *creator, delegate cb) : owner(creator), callback(std::move(cb)) {}
template <typename delegate, typename... Args>
void Connection<delegate, Args...>::Invoke(Args... e) { callback(e...); }
template <typename delegate, typename ... Args>
bool Connection<delegate, Args...>::Disconnect() {
if (active) {
owner->Disconnect(this);
active = false;
return true;
}
return false;
}

154
main.cpp
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@@ -1,48 +1,156 @@
#include <iostream>
#include <functional>
#include <Event.h>
#include <EventConnection.h>
#include <cmath>
void ProcessMessage(const std::string& message)
{
std::cout << "Received: " << message << std::endl;
//std::cout << "Received: " << message << std::endl;
}
// TODO: Event tests here.
int main() {
int SigFigsTable[] = {0,0,0,1,0,0,1,0,0,1};
Event<int> cum;
int DivBy[] = {1,1,1, 1000,1000,1000, 1000000, 1000000, 1000000, 1000000000, 1000000000,1000000000};
cum += [] (int i) { std::cout << i+5 << std::endl; };
std::vector<std::string> Suffixes = {
"", "", "",
" Thousand", " Thousand", " Thousand",
" Million", " Million", " Million",
" Billion", " Billion", " Billion",
" Trillion", " Trillion", " Trillion",
" Quadrillion", " Quadrillion", " Quadrillion"
};
cum.Invoke(69);
float Round(float f, float decimalPlaces) {
float mult = std::pow(10, decimalPlaces);
return std::floor(f * mult + 0.5f) / mult;
}
BasicEvent<std::function<void(std::string)>, std::string> OnMessage;
BasicEvent<std::function<void()>> VoidDelegate;
float Sign(float f) { return f >= 0.f ? 1.f : -1.f;}
bool run = true;
std::string Truncate(float input) {
auto handler = OnMessage += [&] (const std::string& message)
{
std::cout << "GOTS A MESSAGE: " << message << std::endl;
};
auto handler2 = OnMessage += ProcessMessage;
std::stringstream ss;
std::string str = "";
while (run)
{
std::string input;
std::cin >> input;
OnMessage.Invoke(input);
VoidDelegate.Invoke();
OnMessage(input);
VoidDelegate();
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() {
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;
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;
auto start = std::chrono::high_resolution_clock::now();
unsigned long long iterations = 0;
while (run)
{
std::string input = "test";
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();
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;
}
#ifdef _WIN32
extern "C" {
int wmain(int argc, wchar_t* argv[]) {

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#include <EventConnection.h>