A Godot-inspired signals library for Go.
Key features:
- Amortized zero allocations in most use cases
- Efficient
Connect
,Emit
,Disconnect
- Generic-based API gives us type safety and convenience
Some games that were built with this library (this list is incomplete):
Why bother and use something like this?
- It reduces the objects coupling
- It's an elegant event listener solution for Go
- Signals are a familiar concept (Godot, Phaser, Qt, ...)
go get github.com/quasilyte/gsignal
package main
import (
"fmt"
"github.com/quasilyte/gsignal"
)
type button struct {
Name string
EventClicked gsignal.Event[*button]
}
func (b *button) Click() { b.EventClicked.Emit(b) }
type listener struct {
disposed bool
}
func (l *listener) IsDisposed() bool { return l.disposed }
func (l *listener) onClick(b *button) {
fmt.Println("listener on click")
}
func main() {
b := &button{Name: "example"}
b.Click() // nothing happens, 0 connections
i := 1
b.EventClicked.Connect(nil, func(b *button) {
fmt.Printf("%s clicked (%d)\n", b.Name, i)
i++
})
b.Click() // prints "example clicked (1)" once
b.Click() // prints "example clicked (2)" once; again
l := &listener{}
b.EventClicked.Connect(l, l.onClick)
b.Click() // prints "example clicked (3)", then "listener on click"
l.disposed = true // this will cause a disconnect
b.Click() // prints "example clicked (4)" once
}
This concept is borrowed from Godot signals, but it also resembles Signals and Slots from Qt.
In gsignal
terms:
Signal
= a field inside a structSlot
= a function (or method value) bound to a signalDisconnect
= remove bound functionEmit
= call all bound functions
This library disconnects disposed objects automatically. This is convenient when you connect a scene object to some Event
. When object goes away from a scene (becomes disposed), there is no need to call its event handler anymore.
This library never does any synchronization on its own. It's implied that event emitters and their subscribers are executed inside the same goroutine.
This is possible in the game context, but it may not be as easy to enforce in some other applications.
Let's imagine that you want to do a background task in a game and provide a signal-style event for its completion. You spawn a goroutine for the task, but you keep the code outside look like it's still single-threaded. All concurrent communication should be incapsulated in the object owning the Event
object. When this object knows that this concurrent job is completed, it should emit the event and notify all the subscribers.