SuperMarioOdysseyOnline/include/sead/prim/seadDelegateEventSlot.h

97 lines
2.2 KiB
C++

#pragma once
// DelegateEvent is used to implement a Qt-style signal/slot mechanism.
#include <container/seadTList.h>
#include <heap/seadDisposer.h>
#include <prim/seadDelegate.h>
#include <prim/seadStorageFor.h>
namespace sead
{
/// Manages signal and slots for an event.
template <typename T>
class DelegateEvent
{
public:
class Slot;
using SlotList = TList<Slot*>;
using SlotListNode = TListNode<Slot*>;
/// A Slot is a wrapper around a Delegate that is invoked when a signal is emitted.
class Slot : public IDisposer
{
public:
template <typename TDelegate>
Slot(TDelegate delegate) // NOLINT(google-explicit-constructor)
{
mDelegate.construct(std::move(delegate));
// NOLINTNEXTLINE(cppcoreguidelines-prefer-member-initializer)
mDelegatePtr = mDelegate->getDelegate();
}
template <typename C>
Slot(C* instance, void (C::*func)(T)) : Slot(Delegate1<C, T>(instance, func))
{
}
~Slot() override { release(); }
void release()
{
if (mConnectedToDelegateEvent)
{
mNode.erase();
mConnectedToDelegateEvent = false;
}
}
private:
friend class DelegateEvent;
void invoke_(T arg)
{
if (mDelegatePtr)
(*mDelegatePtr)(arg);
}
SlotListNode mNode{this};
IDelegate1<T>* mDelegatePtr = nullptr;
StorageFor<AnyDelegate1<T>, true> mDelegate;
bool mConnectedToDelegateEvent = false;
};
virtual ~DelegateEvent()
{
auto it = mList.begin();
while (it != mList.end())
{
Slot* ptr = *it;
++it;
ptr->release();
}
}
void connect(Slot& slot)
{
slot.release();
mList.pushBack(&slot.mNode);
slot.mConnectedToDelegateEvent = true;
}
void disconnect(Slot& slot) { slot.release(); }
void emit(T arg)
{
for (Slot* slot : mList.robustRange())
slot->invoke_(arg);
}
int getNumSlots() const { return mList.size(); }
protected:
SlotList mList;
};
} // namespace sead