Mister
Mister

Reputation: 497

C#-Like Delegates in C++

I have done a bit of research on the matter but have not come to a concrete solution. I would really like to be able to do this:

    public delegate void VoidFloatCallback(float elapsedTime);
    public VoidFloatCallback OnEveryUpdate;
    public VoidFloatCallback OnNextUpdate;

    public virtual void Update(GameTime gameTime)
    {
        if (OnNextUpdate != null)
        {
            OnNextUpdate(gameTime);
            OnNextUpdate = null;
        }

        if (OnEveryUpdate != null)
        {
            OnEveryUpdate(gameTime);
        }

        this.OnUpdate(gameTime);
    }

But in C++ of course. I have found only one solution that provides me with such a feature; but has since been taken offline but I reposted it here http://codepad.org/WIVvFHv0. The only issue with the solution I have found is that it isn't modern C++11 code and lacks lambda support.

I know that I can use

    std::function

but the only issue with that is it does not support the operators "+=, -=, ==". Now I have thought about making my own Events class and having a

    vector<std::function>

with some templating but I found out that std::function does not implement the operator == so I couldn't make it look and feel like C# does.

Anyway, my question is this:

I would to know how I can implement such an event system using C++11 -- or if it is even possible. Or even if you know of a better/proper way to implement Callbacks that support multiple listeners (I'd like to avoid a full blown Observer Pattern implementation if at all possible.)

Update #1

My intentions for the operators were this:

    void some_func(float f) { /** do something with f **/ }
    void some_other_func(float f) { /** do something else with f **/ }
    OnNextUpdate += some_func();
    OnNextUpdate += some_other_func();

    OnNextUpdate(5.0f);
    // both some_func() and some_other_func() are called

    OnNextUpdate -= some_other_func();
    OnNextUpdate(5.0f);
    // only some_func() is called

Upvotes: 9

Views: 9882

Answers (6)

Odex64
Odex64

Reputation: 9

Disclaimer

I've been using C# for quite a while, but I'm still kinda new to C++ so take my answer with a grain of salt.


You can achieve something similar with a very simple implementation

#include <algorithm>
#include <vector>

template <typename T, typename... Args>
class Delegate final {
private:
    using Invokable = T(*)(Args...);
    std::vector<Invokable> _functions;

public:
    void operator+=(const Invokable func) {
        _functions.push_back(func);
    }

    void operator-=(const Invokable func) {
        auto it{ std::remove_if(_functions.begin(), _functions.end(),
                    [&func](const Invokable& f) { return f == func; })};

        _functions.erase(it, _functions.end());
    }

    void operator()(Args&&... args) const {
        for (const Invokable& func : _functions) {
            (*func)(std::forward<Args>(args)...);
        }
    }
};

Then you can add or remove as many functions as you want, as long as they match the delegate's signature. Here's some sample code.

#include <iostream>

void Foo(int val) { std::cout << "Foo function called with " << val << "\n"; }
void Bar(int val) { std::cout << "Bar function called with " << val << "\n"; }

int main() {
    Delegate<void, int> delegate;

    delegate += Foo;
    delegate += Bar;
    delegate(10);

    delegate -= Foo;
    delegate(20);

    return 0;
}

It will print

Foo function called with 10
Bar function called with 10
Bar function called with 20

Beware that my code is very barebone; you can extend this class to add more functionality.

Upvotes: 0

Chris Vine
Chris Vine

Reputation: 727

There are numerous libraries out there providing this kind of thing. Some call operator+= for delegates something like "connect" or "subscribe". Examples are boost.signal2, poco AbstractEvent, libsigc++ or if you are using a GUI Qt's slot/signal (or if you are using gtk in c++, c++-gtk-utils Emitters).

Upvotes: 1

tr3w
tr3w

Reputation: 343

What about boost.signals2?

boost::signals2::signal<void (float)> onEveryUpdate;
boost::signals2::signal<void (float)> onNextUpdate;

virtual void Update(float gameTime)
{
    onNextUpdate(gameTime);
    onNextUpdate.disconnect_all_slots();
    onEveryUpdate(gameTime);
} 

The signal's connect function is basically what you mean by +=.

Upvotes: 2

oblitum
oblitum

Reputation: 12016

The Poco Library has support for delegates like this for example:

#include <iostream>
#include "Poco/Delegate.h"
#include "Poco/BasicEvent.h"

using namespace Poco;

struct Source {
    BasicEvent<int> theEvent;

    void fireEvent(int n) { theEvent(this, n); }
};

struct Target1 {
    void onEvent(const void * /*sender*/, int &arg) {
        std::cout << "onEvent from Target1: " << arg << std::endl;
    }
};

struct Target2 {
    void onEvent(const void * /*sender*/, int &arg) {
        std::cout << "onEvent from Target2: " << arg << std::endl;
    }
};

int main() {
    Source source;
    Target1 target1;
    Target2 target2;

    source.theEvent += delegate(&target1, &Target1::onEvent);
    source.theEvent += delegate(&target2, &Target2::onEvent);

    source.fireEvent(42);

    source.theEvent -= delegate(&target2, &Target2::onEvent);

    source.fireEvent(24);

    return 0;
}

Output:

onEvent from Target1: 42

onEvent from Target2: 42

onEvent from Target1: 24

Library wise, I would also recommend taking a look at Boost.Signals2.

Upvotes: 0

Dietmar K&#252;hl
Dietmar K&#252;hl

Reputation: 153955

The C++ function object mechanism is quite different from the C# approach. In particular, function objects are based on values rather than on references. The reason function objects can be identified when removing them in C++ is that the function object have an identity, i.e., the object they are called on and the member function being called. Also, in C++ it isn't possible to directly take the address of an object and a member function at once.

To make a system of delegates work which allows removal of functions, you could create something similar to std::function<Signature> but using multiple functions and requiring that each of the used functions is EqualityComparable. Below is a simple implementation of such a delegate system together with an example implementation how a binder for member functions could look like. There are many obvious extension opportunities as this implementation is only intended as a demo.

#include <algorithm>
#include <iostream>
#include <memory>
#include <utility>
#include <vector>

template <typename Signature>
struct delegate;

template <typename... Args>
struct delegate<void(Args...)>
{
    struct base {
        virtual ~base() {}
        virtual bool do_cmp(base* other) = 0;
        virtual void do_call(Args... args) = 0;
    };
    template <typename T>
    struct call: base {
        T d_callback;
        template <typename S>
        call(S&& callback): d_callback(std::forward<S>(callback)) {}

        bool do_cmp(base* other) {
            call<T>* tmp = dynamic_cast<call<T>*>(other);
            return tmp && this->d_callback == tmp->d_callback;
        }
        void do_call(Args... args) {
            return this->d_callback(std::forward<Args>(args)...);
        }
    };
    std::vector<std::unique_ptr<base>> d_callbacks;

    delegate(delegate const&) = delete;
    void operator=(delegate const&) = delete;
public:
    delegate() {}
    template <typename T>
    delegate& operator+= (T&& callback) {
        this->d_callbacks.emplace_back(new call<T>(std::forward<T>(callback)));
        return *this;
    }
    template <typename T>
    delegate& operator-= (T&& callback) {
        call<T> tmp(std::forward<T>(callback));
        auto it = std::remove_if(this->d_callbacks.begin(),
                                 this->d_callbacks.end(),
                                 [&](std::unique_ptr<base>& other) {
                                     return tmp.do_cmp(other.get());
                                 });
        this->d_callbacks.erase(it, this->d_callbacks.end());
        return *this;
    }

    void operator()(Args... args) {
        for (auto& callback: this->d_callbacks) {
            callback->do_call(args...);
        }
    }
};

// ----------------------------------------------------------------------------

template <typename RC, typename Class, typename... Args>
class member_call {
    Class* d_object;
    RC (Class::*d_member)(Args...);
public:
    member_call(Class* object, RC (Class::*member)(Args...))
        : d_object(object)
        , d_member(member) {
    }
    RC operator()(Args... args) {
        return (this->d_object->*this->d_member)(std::forward<Args>(args)...);
    }
    bool operator== (member_call const& other) const {
        return this->d_object == other.d_object
            && this->d_member == other.d_member;
    }
    bool operator!= (member_call const& other) const {
        return !(*this == other);
    }
};

template <typename RC, typename Class, typename... Args>
member_call<RC, Class, Args...> mem_call(Class& object,
                                         RC     (Class::*member)(Args...)) {
    return member_call<RC, Class, Args...>(&object, member);
}

// ----------------------------------------------------------------------------

void f(char const* str) { std::cout << "f(" << str << ")\n"; }
void g(char const* str) { std::cout << "g(" << str << ")\n"; }
void h(char const* str) { std::cout << "h(" << str << ")\n"; }

// ----------------------------------------------------------------------------

struct foo
{
    int d_id;
    explicit foo(int id): d_id(id) {}
    void bar(char const* str) {
        std::cout << "foo(" << this->d_id << ")::bar(" << str << ")\n";
    }
    void cbs(char const* str) {
        std::cout << "foo(" << this->d_id << ")::cbs(" << str << ")\n";
    }
};

// ----------------------------------------------------------------------------

int main()
{
    delegate<void(char const*)> d0;

    foo f0(0);
    foo f1(1);

    d0 += f;
    d0 += g;
    d0 += g;
    d0 += h;
    d0 += mem_call(f0, &foo::bar);
    d0 += mem_call(f0, &foo::cbs);
    d0 += mem_call(f1, &foo::bar);
    d0 += mem_call(f1, &foo::cbs);
    d0("first call");
    d0 -= g;
    d0 -= mem_call(f0, &foo::cbs);
    d0 -= mem_call(f1, &foo::bar);
    d0("second call");
}

Upvotes: 21

paulm
paulm

Reputation: 5892

What about using the observer pattern instead?

class IVoidFloatCallback
{
public:
   virtual ~IVoidFloatCallback() { }
   virtual void VoidFloatCallback(float elapsedTime) = 0;
};

class Game
{
public:
    std::vector<IVoidFloatCallback*> mOnEveryUpdate;
    std::vector<IVoidFloatCallback*> mOnNextUpdate;

    void Update(float gameTime)
    {
       for ( auto& update : mOnNextUpdate )
       {
          update->VoidFloatCallback(gameTime);
       }
       mOnNextUpdate.clear();


       for ( auto& update : mOnEveryUpdate )
       {
           update->VoidFloatCallback(gameTime);
       }

       OnUpdate(gameTime);
    }
};

class UpdateMe : public IVoidFloatCallback
{
public:
   virtual void VoidFloatCallback(float elapsedTime) final
   {
     // Do something
   }
};

void InitGame()
{
    Game g;
    UpdateMe someThing;
    g.mOnEveryUpdate.push_back(&someThing);
    g.Update(1.0f);
}

I think trying to make C++ look like C# isn't really the "thing" to do since it is pretty different. I'd take a look at the linked question about multicast too.

Upvotes: 3

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