Coder Social home page Coder Social logo

wink-signals's People

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

wink-signals's Issues

Cleaner fastdelegate implementation

Hello, I have a cleaner C++11 fastdelegate implementation that may interest you.

It supports any kind of function, lambdas, capturing lambdas and mutable lambdas. It's also a drop-in replacement for std::function.

I've benchmarked it and it beats std::function in every instance. For global and member function calls (non-lambda), clang++ completely inlines the call.

So, just thought you may be interested in it. Feel free to use it as you want, and if you manage to improve it, let me know :)

More examples

Hi,

Firstly, I'm sorry as this is not a real issue, but more like a request for more examples (and perhaps a few tutorials along the way).
I'm planning to use your Wink-Signals in my small game engine. While more tutorials and examples are definitely most welcomed for noobs like me, I would like to take this chance to learn a thing or two about the best practices in implementing/using signal/slot system like yours. I have done simple tutorials using your Wink-Signals with no problem, but having an issue with how to actually structure it in a game engine using event manager.
How should event manager classes be structured if I want to realize a signal/slot system that would be automatically registered and disconnected via inheritance, and also to have a method for example onMouseClicked or onTouchBegan(), using your Wink-Signals system? Basically What I'm trying to do is to extend SDL event to be processed using your Wink-Signals system.

Thank you.

Signal group.

I was thinking is possible to add signal group / order, like boost, to order signal handlers.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.