Example #1
0
// ------------------------------------------------------------------------------------------------
void Signal::DisconnectFunc(Function & func)
{
    // Don't attempt to search anything if there's no head
    if (m_Head == nullptr)
    {
        return;
    }

    const SQHash hash = Slot{NullObject(), func}.mFuncHash;
    // Walk down the chain and remove the matching nodes
    for (Slot * node = m_Head, * next = nullptr; node != nullptr; node = next)
    {
        // Grab the next node upfront
        next = node->mNext;
        // Is this our node?
        if (node->mFuncHash == hash)
        {
            // Is this the head?
            if (node == m_Head)
            {
                m_Head = next; // Move the head to the next one
            }
            // Detach it from the chain
            node->Detach();
            // Delete the node instance
            delete node;
        }
    }
}
Example #2
0
// ------------------------------------------------------------------------------------------------
void Signal::Tail(Object & env, Function & func)
{
    // Don't attempt to search anything if there's no head
    if (m_Head == nullptr)
    {
        m_Head = new Slot(env, func, nullptr);
        // We're done here
        return;
    }

    const Slot slot{env, func};
    // Don't attempt to search anything if there's only one element
    if (m_Head->mNext == nullptr)
    {
        // Is it already inserted?
        if (*m_Head != slot)
        {
            m_Head->mNext = new Slot(env, func, nullptr);
            // Link with the head
            m_Head->mNext->mPrev = m_Head;
        }
        // We're done here
        return;
    }

    // Grab the head node
    Slot * node = m_Head, * prev = nullptr;
    // Walk down the chain and find a matching node
    for (; node != nullptr; prev = node, node = node->mNext)
    {
        if (*node == slot)
        {
            break; // Found it
        }
    }
    // Have we found anything?
    if (node == nullptr)
    {
        // Create the slot now
        node = new Slot(env, func, nullptr);
    }
    else
    {
        // Walk down the chain until the end
        while (prev->mNext != nullptr)
        {
            prev = prev->mNext;
        }
        // Finally, detach the node from it's current position
        node->Detach();
    }
    // Knowing 'prev' points to last element
    node->AttachPrev(prev);
}
Example #3
0
int main(int argc, char* argv[])
{
	Classe myClass;
	
	Slot<int, float> slot;		//declaring a slot that holds functions and functors which receive 2 parameters, an int and a float
	Signal<int, float> signal;	//declares a signal compatible with the previous slot
	
		
	slot.Attach(&myClass, &Classe::miMethod);	//adds to the slot a member method of myClass
	slot.Attach(&myFloat);						//adds to the 
	slot.Attach(&Classe::StaticMethod);			//adds a static method to the slot

	signal.Connect(&slot);						//connects the signal and the slot, so that firing the signal will also fire all the elements connected to the slot
	signal(2, 3);								//fires the signal, which will fire the three elements connected to the slot

	slot.Detach(&myFloat);						//detaches the function from the slot
	signal(2, 4);								//now, firing the signal will only fire two elements of the slot

	slot.Detach(&myClass, &Classe::miMethod);	//detaches the member of myClass
	signal(2, 5);								//fires the only one element of the slot

	slot.Detach(&myClass, &Classe::miMethod2);	//tryies to detach an element that is not present in the slot. Nothing happens
	signal(2, 6);								
		
	slot.Detach(&Classe::StaticMethod);			//detaches the last element of the signal
	signal(2, 7);								//slot empty, nothing is fired

	//signal and slot for members with empty parameter list
	Signal<> empParamSignal;
	Slot<> empParamSlot;

	empParamSlot.Attach(&empty);

	empParamSignal.Connect(&empParamSlot);
	empParamSignal();
	return 0;
}