I'm trying to write an event system for my game. The callbacks that my event manager will store can be both plain functions as well as functors. I also need to be able to compare functions/functors so I know which one I need to disconnect from the event manager.
? Initially I tried using boost::function; it handles functions and functors perfectly well, except it has no operator==, so I can't remove callbacks if I want to.
class EventManager
{
typedef boost::function<void (boost::weak_ptr<Event>)> Callback;
std::map<Event::Type, std::vector<Callback>> eventHandlerMap_;
};
? I also tried using boost::signal, but that also gives me a compilation problem related to operator==:
binary '==' : no operator found which takes a left-hand operand of type 'const Functor' (or there is no acceptable conversion)
void test(int c) {
std::cout << "test(" << c << ")";
}
struct Functor
{
void operator()(int g) {
std::cout << "Functor::operator(" << g << ")";
}
};
int main()
{
boost::signal<void (int)> sig;
Functor f;
sig.connect(test);
sig.connect(f);
sig(7);
sig.disconnect(f); // Error
}
Any other suggestions about how I might implement this? Or maybe how I can make either boost:: function or boost::signal work? (I'd rather use boost:: function though, since I've heard signal is rather slow for small collections of items.)
Edit: This is the interface of that I'd like EventManager to have.
class EventManager
{
public:
void addEventHandler(Event::Type evType, Callback func);
void removeEventHandler(Event::Type evType, Callback func);
void queueEvent(boost::shared_ptr<Event> ev);
void dispatchNextEvent();
};
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