#pragma once #include class SfEventPublisher; class SfEventSubscriber { public: virtual ~SfEventSubscriber() {}; virtual void update(SfEventPublisher* p, sf::Event e) = 0; }; class SfEventPublisher { public: // Allows the subscription to classes of events enum Event_Class { JoystickButtonEvent, JoystickConnectEvent, JoystickMoveEvent, KeyEvent, MouseButtonEvent, MouseMoveEvent, MouseWheelEvent, MouseWheelScrollEvent, SensorEvent, SizeEvent, TextEvent, TouchEvent, WindowEvent }; virtual ~SfEventPublisher() {}; virtual void subscribe(SfEventSubscriber *s, Event_Class c) { subscribers[c].push_back(s); }; virtual void unsubscribe(SfEventSubscriber *s, Event_Class c) { std::remove(subscribers[c].begin(), subscribers[c].end(), s); }; virtual void notify(sf::Event e) { // I don't quite like that some event classes contained multiple types of events: // KeyPressed, and KeyReleased under KeyEvent for example. // While others are not represented by classes: // Closed, LostFocus, and GainedFocus have no representing class. // So, we'll add another "class", WindowEvent which contains those previously mentioned, // and use those new identifiers to group our events // This will also make it a bit easier when subscribing to certain events Event_Class event_class; if (e.type == sf::Event::Closed || e.type == sf::Event::LostFocus || e.type == sf::Event::GainedFocus ){ event_class = Event_Class::WindowEvent; } // Preserve a little of sfml's default behavior and separate resized event else if (e.type == sf::Event::Resized) { event_class = Event_Class::SizeEvent; } else if (e.type == sf::Event::TextEntered) { event_class = Event_Class::TextEvent; } else if (e.type == sf::Event::KeyPressed || e.type == sf::Event::KeyReleased ){ event_class = Event_Class::KeyEvent; } else if (e.type == sf::Event::MouseWheelMoved || e.type == sf::Event::MouseWheelScrolled ){ event_class = Event_Class::MouseWheelScrollEvent; } else if (e.type == sf::Event::MouseButtonPressed || e.type == sf::Event::MouseButtonReleased ){ event_class = Event_Class::MouseButtonEvent; } // Is this a good idea, mixing events that contain data, and don't contain data? else if (e.type == sf::Event::MouseMoved || e.type == sf::Event::MouseEntered || e.type == sf::Event::MouseLeft ){ event_class = Event_Class::MouseMoveEvent; } else if (e.type == sf::Event::JoystickButtonPressed || e.type == sf::Event::JoystickButtonReleased ){ event_class = Event_Class::JoystickButtonEvent; } else if (e.type == sf::Event::JoystickMoved) { event_class = Event_Class::JoystickMoveEvent; } else if (e.type == sf::Event::JoystickConnected || e.type == sf::Event::JoystickDisconnected ){ event_class = Event_Class::JoystickConnectEvent; } else if (e.type == sf::Event::TouchBegan || e.type == sf::Event::TouchEnded || e.type == sf::Event::TouchMoved ){ event_class = Event_Class::TouchEvent; } else if (e.type == sf::Event::SensorChanged) { event_class = Event_Class::SensorEvent; } std::vector *event_type_bucket = &subscribers[event_class]; for (auto s : *event_type_bucket) { s->update(this, e); } }; private: std::map> subscribers; };