// =====================================================================================================================
// OpenShaderDesigner, an open source software utility to create materials and shaders.
// Copyright (C) 2024 Medusa Slockbower
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see .
// =====================================================================================================================
#ifndef ENGINE_EVENTSYSTEM_H
#define ENGINE_EVENTSYSTEM_H
#include
#include
#include
#include
#define MAX_EVENT_TYPES 256
namespace ocu = open_cpp_utils;
namespace OpenShaderDesigner
{
/**
* \brief Base Event class for sending events to the Engine.
*/
struct Event
{
template
static uint8_t TypeOf() { return static_cast(ocu::unique_id()); }
/**
* \brief Get the Event's type ID.
* \return A pointer to the Event type ID.
*/
virtual inline uint8_t GetID() const = 0;
};
/**
* \brief Base EventHandler for abstraction.
*/
class _ImplEventHandler
{
virtual bool _HandleEvent(const Event* event) = 0;
friend class EventSystem;
};
/**
* \brief EventHandler interface for creating custom EventHandlers
* \tparam EventType The ComponentType of Event handled by the EventHandler
*/
template
class EventHandler : private _ImplEventHandler
{
public:
using HandledType = EventType; //!< The type handled by the EventHandler
/**
* \brief Virtual function for custom EventHandler implementations.
* \param event The Event being handled.
*/
virtual bool HandleEvent(const HandledType* event) = 0;
private:
/**
* \brief Override for abstraction.
* \param event The Event being handled.
*/
bool _HandleEvent(const Event* event) override;
};
/**
* \brief EventSystem for posting Events to be handled.
*/
class EventSystem
{
public:
/**
* \brief Post an Event to be Handled.
*/
static void PostEvent(const Event*);
/**
* \brief Register an EventHandler with the EventSystem.
* \tparam T ComponentType of Event handled by the EventHandler.
*/
template
static void RegisterHandler(EventHandler*);
/**
* \brief Unregister an EventHandler with the EventSystem.
* \tparam T ComponentType of Event handled by the EventHandler.
*/
template
static void UnregisterHandler(EventHandler*);
private:
inline static std::list<_ImplEventHandler*> HandlerMap_[MAX_EVENT_TYPES];
inline static std::mutex Lock_;
EventSystem(const EventSystem&) = delete;
EventSystem(EventSystem&&) = delete;
};
template
void EventSystem::UnregisterHandler(EventHandler* handler)
{
// Thread safe
std::lock_guard guard(Lock_);
const uint8_t index = T::ID;
std::erase(HandlerMap_[index], reinterpret_cast<_ImplEventHandler*>(handler));
}
template
void EventSystem::RegisterHandler(EventHandler* handler)
{
// Thread safe
std::lock_guard guard(Lock_);
const uint8_t index = T::ID;
HandlerMap_[index].push_back(reinterpret_cast<_ImplEventHandler*>(handler));
}
template
bool EventHandler::_HandleEvent(const Event *event)
{
if(EventType::ID != event->GetID()) return false;
return HandleEvent(reinterpret_cast(event));
}
}
#define BeginEvent(EVENT) struct EVENT : OpenShaderDesigner::Event \
{ \
static inline const uint8_t ID = Event::TypeOf(); \
inline uint8_t GetID() const override { return ID; }
#define EndEvent };
#endif //ENGINE_EVENTSYSTEM_H