2024-09-18 11:46:27 -04:00

151 lines
3.9 KiB
C++

// =====================================================================================================================
// Copyright 2024 Medusa Slockbower
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// =====================================================================================================================
#ifndef ENGINE_EVENTSYSTEM_H
#define ENGINE_EVENTSYSTEM_H
#include <open-cpp-utils/unique_id.h>
#include <cstdint>
#include <list>
#include <mutex>
#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<typename T>
static uint8_t TypeOf() { return static_cast<uint8_t>(ocu::unique_id<uint8_t, T>()); }
/**
* \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<typename EventType>
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<typename T>
static void RegisterHandler(EventHandler<T>*);
/**
* \brief Unregister an EventHandler with the EventSystem.
* \tparam T ComponentType of Event handled by the EventHandler.
*/
template<typename T>
static void UnregisterHandler(EventHandler<T>*);
private:
inline static std::list<_ImplEventHandler*> HandlerMap_[MAX_EVENT_TYPES];
inline static std::mutex Lock_;
EventSystem(const EventSystem&) = delete;
EventSystem(EventSystem&&) = delete;
};
template<typename T>
void EventSystem::UnregisterHandler(EventHandler<T>* handler)
{
// Thread safe
std::lock_guard guard(Lock_);
const uint8_t index = T::ID;
std::erase(HandlerMap_[index], reinterpret_cast<_ImplEventHandler*>(handler));
}
template<typename T>
void EventSystem::RegisterHandler(EventHandler<T>* handler)
{
// Thread safe
std::lock_guard guard(Lock_);
const uint8_t index = T::ID;
HandlerMap_[index].push_back(reinterpret_cast<_ImplEventHandler*>(handler));
}
template<typename EventType>
bool EventHandler<EventType>::_HandleEvent(const Event *event)
{
if(EventType::ID != event->GetID()) return false;
return HandleEvent(reinterpret_cast<const EventType*>(event));
}
}
#define BeginEvent(EVENT) struct EVENT : OpenShaderDesigner::Event \
{ \
static inline const uint8_t ID = Event::TypeOf<EVENT>(); \
inline uint8_t GetID() const override { return ID; }
#define EndEvent };
#endif //ENGINE_EVENTSYSTEM_H