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#include "event_system.h"
#include "window.h"
#include <iostream>
#include <algorithm>
// Global event system instance
EventSystem g_event_system;
EventSystem::EventSystem() : processing_events(false) {
}
EventSystem::~EventSystem() {
clear_handlers();
}
void EventSystem::register_handler(EventType type, EventHandler handler) {
handlers[type].push_back(handler);
}
void EventSystem::unregister_handler(EventType type, EventHandler handler) {
auto& type_handlers = handlers[type];
type_handlers.erase(
std::remove_if(type_handlers.begin(), type_handlers.end(),
[&handler](const EventHandler& h) {
// Note: This is a simplified comparison
// In a real implementation, you'd want a more sophisticated way to identify handlers
return false; // For now, we don't remove handlers
}),
type_handlers.end()
);
}
void EventSystem::emit_event(const Event& event) {
if (processing_events) {
// Queue the event if we're currently processing events
event_queue.push_back(std::make_unique<Event>(event));
return;
}
auto it = handlers.find(event.type);
if (it != handlers.end()) {
for (const auto& handler : it->second) {
try {
handler(event);
} catch (const std::exception& e) {
std::cerr << "Error in event handler: " << e.what() << std::endl;
}
}
}
}
void EventSystem::emit_window_event(EventType type, SRDWindow* window) {
switch (type) {
case EventType::WINDOW_CREATED:
emit_event(SRDWindowCreatedEvent(window));
break;
case EventType::WINDOW_DESTROYED:
emit_event(SRDWindowDestroyedEvent(window));
break;
default:
// For other window events, we need more context
break;
}
}
void EventSystem::emit_key_event(EventType type, unsigned int keycode, unsigned int modifiers) {
emit_event(KeyEvent(type, keycode, modifiers));
}
void EventSystem::emit_mouse_event(EventType type, int x, int y, unsigned int button, unsigned int modifiers) {
emit_event(MouseEvent(type, x, y, button, modifiers));
}
void EventSystem::process_events() {
if (processing_events) {
return; // Prevent recursive processing
}
processing_events = true;
// Process queued events
while (!event_queue.empty()) {
auto event = std::move(event_queue.front());
event_queue.erase(event_queue.begin());
emit_event(*event);
}
processing_events = false;
}
void EventSystem::clear_handlers() {
handlers.clear();
}
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