C++ 完全通用的事件调度器
c++ completely generic event dispatcher
我再次尝试更好地解释我将实现的目标。
我想做这样的事情(受 Unity 的 UnityEvent 启发):
Public 在某些 class 中声明的“变量”:
GameEvent<> OnEnemySpawn = GameEvent<>();
GameEvent<string> OnPlayerSpawn = GameEvent<string>();
GameEvent<string, float> OnEnemyDie = GameEvent<string, float>();
推荐其他 classes 订阅他们的方法:
...
enemySpawner.OnEnemySpawn.Subscribe(IncreaseEnemyAliveCountByOne);
...
playerSpawner.OnPlayerSpawn.Subscribe(NewPlayerSpawned);
...
enemy.OnEnemyDie.Subscribe(IncreasePlayerScore);
...
// Subscribed methods declaration
void IncreaseEnemyAliceCountByOne() { ... }
void NewPlayerSpawned(string playerName) { ... }
void IncreasePlayerScore(string playerName, float scoreToAdd) { ... }
然后GameEvent class就可以通知事件发生了:
...
OnEnemySpawn.Notify();
...
OnPlayerSpawn.Notify(newPlayer.PlayerName);
...
OnEnemyDie.Notify(playerKiller.PlayerName, scoreOnKill);
...
实际上,我实现了创建这个class的声明和订阅部分:
templace<class ... T>
class GameEvent
{
private:
std::vector<std::function<void(T...)>> _subscribers;
public:
void Subscribe(std::function<void(T...)> newSubscriber)
{
_subscribers.push_back(newSubscriber);
}
}
让我发疯的是如何实现通知方法。我怎么知道我收到了多少个参数以及它们有哪些类型
void Notify(T...)
{
for (std::function<void(T...)> subscriber : _subscribers)
{
}
}
我现在希望这是一个有效的问题,因为我在这背后失去了理智
明显的方法有什么问题?
void Notify(T... args)
{
// note: no need to write the type if it's quite long
// note: & means the std::function isn't copied
for (auto const& subscriber : _subscribers)
{
subscriber(args...);
}
}
我再次尝试更好地解释我将实现的目标。
我想做这样的事情(受 Unity 的 UnityEvent 启发):
Public 在某些 class 中声明的“变量”:
GameEvent<> OnEnemySpawn = GameEvent<>();
GameEvent<string> OnPlayerSpawn = GameEvent<string>();
GameEvent<string, float> OnEnemyDie = GameEvent<string, float>();
推荐其他 classes 订阅他们的方法:
...
enemySpawner.OnEnemySpawn.Subscribe(IncreaseEnemyAliveCountByOne);
...
playerSpawner.OnPlayerSpawn.Subscribe(NewPlayerSpawned);
...
enemy.OnEnemyDie.Subscribe(IncreasePlayerScore);
...
// Subscribed methods declaration
void IncreaseEnemyAliceCountByOne() { ... }
void NewPlayerSpawned(string playerName) { ... }
void IncreasePlayerScore(string playerName, float scoreToAdd) { ... }
然后GameEvent class就可以通知事件发生了:
...
OnEnemySpawn.Notify();
...
OnPlayerSpawn.Notify(newPlayer.PlayerName);
...
OnEnemyDie.Notify(playerKiller.PlayerName, scoreOnKill);
...
实际上,我实现了创建这个class的声明和订阅部分:
templace<class ... T>
class GameEvent
{
private:
std::vector<std::function<void(T...)>> _subscribers;
public:
void Subscribe(std::function<void(T...)> newSubscriber)
{
_subscribers.push_back(newSubscriber);
}
}
让我发疯的是如何实现通知方法。我怎么知道我收到了多少个参数以及它们有哪些类型
void Notify(T...)
{
for (std::function<void(T...)> subscriber : _subscribers)
{
}
}
我现在希望这是一个有效的问题,因为我在这背后失去了理智
明显的方法有什么问题?
void Notify(T... args)
{
// note: no need to write the type if it's quite long
// note: & means the std::function isn't copied
for (auto const& subscriber : _subscribers)
{
subscriber(args...);
}
}