I'm creating an event system which uses the following class for events:
class Event(set):
def __init__(self, name, iterable=()):
super().__init__(iterable)
self.name = name
def __iadd__(self, listener):
self.add(listener)
return self
def __isub__(self, listener):
self.remove(listener)
return self
def fire(self, **eargs):
for listener in self:
listener(**eargs)
Now I'm trying to create some kind of a dict that would automatically create the events in its __init__
like so:
class EventDict(dict):
def __init__(self, prefix, *event_names):
super().__init__({
name: Event('%s.%s' % (prefix, name))
for name in event_names
})
And here's an example of usage:
class Player:
def __init__(self, name):
self._name = name
self.events = EventDict('Player', 'change_name')
@property
def name(self):
returns self._name
@name.setter
def name(self, value):
old_name = self.name
self.name = value
self.events['change_name'].fire(player=self, old_name=old_name)
Now the problem I'm facing is subclassing.
If I were to subclass my Player
class to include also health
attribute, I can't use the same way of creating an event dict, cause it would override the existing one and I couldn't access change_name
anymore.
So I'm trying to find a way where I can just do something like this (ideal solution):
class Player:
events = EventDict('Player', 'change_name')
class Player2(Player):
events = EventDict('Player2', 'attack', 'kill')
p2 = Player2()
p2.events['change_name'] += my_event_listener # Still access Player class's events
Would something like this be possible?
I know I can do:
class Player2(Player):
def __init__(self, name):
super().__init__()
self.events.update(...)
But it's not the same :P
Stop using
EventDict
. The class itself has its own dict which supports inheritance like that.All the events from the subclasses will be added no matter what.
I noticed that maybe you wanted to make it obvious that they're events, so I added 'event' to the names of the fields, but you don't need to if you don't want to.
If you wanted it so that the prefix is the same throughout, then you'd change the strings from something like
'Player.change_name'
toself.__class__.__name__ + '.change_name'
. That way, it always gets whatever the actual class for the object is. This is part of what @jonrsharpe's solution is trying to get at.If you wanted to make it so others could add more events dynamically, they can simply do a line like
playerObj.my_new_event = Event('Player.my_new_event')
or you could provide a nice method in thePlayer
class to make their lives easier: