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EmitEvent increase counter of source object


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Posted

image.png.8b87ac0b9c80394ea5da8573e5e79e14.png

#include "UltraEngine.h"

using namespace UltraEngine;

shared_ptr<Window> window;
shared_ptr<Framebuffer> framebuffer;
shared_ptr<World> world;
shared_ptr<Interface> ui;
shared_ptr<Camera> uiCamera;

shared_ptr<Widget> btn;

static bool EventCallback(const Event& e, shared_ptr<Object> extra)
{
    Print("Callback");
    return true;
}

void initGui()
{
    auto default_font = LoadFont("Fonts\\arial.ttf");
    ui = CreateInterface(world, default_font, framebuffer->GetSize());
    ui->SetRenderLayers(2);
    ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f);
    uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0);
    uiCamera->SetRenderLayers(2);
    uiCamera->SetClearMode(CLEAR_DEPTH);
    btn = CreateButton("Btn", 20, 20, 100, 100, ui->root);
}

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    world = CreateWorld();

    //Create a framebuffer
    framebuffer = CreateFramebuffer(window);

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0, 0, 0);

    initGui();

    ListenEvent(EVENT_DATA, NULL, EventCallback, btn);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        if (window->KeyDown(KEY_SPACE))
        {
            Print(btn.use_count());
            EmitEvent(EVENT_DATA, btn);
            Print(btn.use_count());
        }
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

  • 2 weeks later...
  • Solution
Posted

This makes sense. The button is being stored as part of the emitted event. You can clear the events in the main loop to get rid of them like this:

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        while (PeekEvent()) WaitEvent();// Clears event queue
        if (window->KeyDown(KEY_SPACE))
        {
            Print(int(btn.use_count()));
            EmitEvent(EVENT_DATA, btn);
            Print(int(btn.use_count()));
        }
        world->Update();
        world->Render(framebuffer);
    }

 

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Should not ListenEvent clear event then? Also i would prefer events to keep weak_ptr. I have PeekEvent and WaitEvent in main project and still had some problems with extra shared_ptr held by events. I will investigate again what exact problems i had with it later to make new example in case if it can't be fixed with current engine build.

Posted

Tried to do clearing - still does not look right. Not increasing now every time but still to many extra uses.

image.png.39278f23d6809413dc89b86e30e38f73.png

#include "UltraEngine.h"

using namespace UltraEngine;

shared_ptr<Window> window;
shared_ptr<Framebuffer> framebuffer;
shared_ptr<World> world;
shared_ptr<Interface> ui;
shared_ptr<Camera> uiCamera;

shared_ptr<Widget> btn;

static bool EventCallback(const Event& e, shared_ptr<Object> extra)
{
    Print("In callback:" + WString(btn.use_count()));
    return true;
}

void initGui()
{
    auto default_font = LoadFont("Fonts\\arial.ttf");
    ui = CreateInterface(world, default_font, framebuffer->GetSize());
    ui->SetRenderLayers(2);
    ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f);
    uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0);
    uiCamera->SetRenderLayers(2);
    uiCamera->SetClearMode(CLEAR_DEPTH);
    btn = CreateButton("Btn", 20, 20, 100, 100, ui->root);
}

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    world = CreateWorld();

    //Create a framebuffer
    framebuffer = CreateFramebuffer(window);

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0, 0, 0);

    initGui();

    ListenEvent(EVENT_DATA, NULL, EventCallback, btn);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        while (PeekEvent()) WaitEvent();// Clears event queue
        if (window->KeyHit(KEY_SPACE))
        {
            Print("Before:" + WString(btn.use_count()));
            EmitEvent(EVENT_DATA, btn);
            Print("After:" + WString(btn.use_count()));
        }
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

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