C++信号回调(类似javascript)

C++ signal callback (like javascript)

本文关键字:javascript 类似 信号 回调 C++      更新时间:2023-09-26

我是C++的新手,在学习新语言的同时,我正在尝试移植一些javascript脚本。

我正在努力寻找使用javascript等回调的解决方案,尤其是js信号库

下面是一个javascript脚本。它能转换成C++吗?怎样如果没有,最佳解决方案是什么?

Javascript

var ns = {
   _callback: null,
   setUpdate: function(callback) {
      ns._callback = callback;
   },
  update: function() {
      // do some default things
      ns._callback();
   }
};
ns.setUpdate(function() {
   console.log("I'm Changed"); // will be: std::cout << "I'm Changed'n";
});

C++

namespace ns {
   // ??
};
// ns::setUpdate(??);

您可以使用函数指针,如下所示:

#include <cstdio>
namespace ns {
  // defines a type named Callback that is a pointer
  // to a function that takes void and returns void
  typedef void (*Callback)();
  Callback _callback;
  void setUpdate( Callback cb) {
    _callback = cb;
  }
  void update() {
    _callback();
  }
}
void MyUpdate() {
  printf("hello from callback'n");
}
int main(int argc, char* argv[]) {
  ns::setUpdate(MyUpdate);
  ns::update();
}

输出:

你好,来自回调

另请参阅:Typedef函数指针?

我不会使用这样的namespaceclass可能更适合这样的东西:

#include <iostream>
#include <functional>
class MyThing
{
public:
    MyThing() {}
    MyThing(const std::function<void()>& callback) : callback_(callback) {}
    void setUpdate(const std::function<void()>& callback)
    {
        callback_ = callback;
    }
    void update()
    {
        std::cout << "Update called'n";
        if (callback_) {
            callback_();
        }
    }
private:
    std::function<void()> callback_;
};
int main()
{
    MyThing my_thing1; // callback_ is initially unset in this object
    my_thing1.update(); // no callback is called
    my_thing1.setUpdate([](){ std::cout << "I'm Changed 1'n"; });
    my_thing1.update(); // calls the lambda set in the previous line
    MyThing my_thing2([](){ std::cout << "I'm Changed 2'n"; });
    my_thing2.update(); // calls the lambda in the prevous line
}

这将输出

已调用更新
已调用更新
我变了1
已调用更新
我换了2个

这是将javascript js信号库移植到c++:的好方法

#include <string>
#include <map>
#include <functional>
// You only need this Signal class
class Signal {
    // store all callbacks to a string map
    std::map<std::string, std::function<void()>> callbacks;
    // check if callback already exists. optional
    bool exists(std::string key) {
        if (callbacks.find(key) == callbacks.end()) {return false;}
        else {return true;}
    }
    public:
    void add(std::string key, std::function<void()> cb) {
        if (!exists(key)) {remove(key);}
        callbacks.insert(std::pair<std::string, std::function<void()>>(key, cb));
    }
    void remove(std::string key) {
        callbacks.erase(key);
    }
    void dispatch() {
        for (std::map<std::string, std::function<void()>>::iterator it = callbacks.begin(); it != callbacks.end(); it++) {
            callbacks[it->first]();
        }
    }
    // this destroys the signal
    void dispose() {
        callbacks.clear();
    }
};
int main() {
    // create a signal
    Signal* onFire = new Signal();
    // add some callbacks
    int a_variable = 10;
    onFire->add("a_sound_is_heard", [&]() {
        // some code when onFire.dispatch() happens
        std::cout << "i can use this variable too :) " << a_variable << std::endl;
        // you can also use the onFire variable
    });
    onFire->add("a_bullet_appears", [&]() {
        // some code again
    });
    // remove some callbacks (add a silencer for your gun)
    onFire->remove("a_sound_is_heard");
    // whenever you want, execute the event
    onFire->dispatch();
    // don't forget to delete the signal from memory
    onFire->dispose();
    delete onFire;
    return 0;
}