I'm engineering my code right now, working mostly on headers and stuff, figuring out where I want to place everything and where I want it to run.
There is one piece of information that is important for me to know now before I go any further though. Is it possible to have more that one callback registered for an event handler or for an update callback?
Right now, I have not defined any event handlers aside from a locale one, and I have no update function (which I actually forgot to make. I knew something was missing...).
Since my project is in C++, I figured it would be interesting and efficient to make update functions and callbacks on a per-class basis (the classes representing the state of the game, i.e. a class for stages, a class for menus, etc.) so that the update functions could be specific instead of generalized, and code that is only used in one part of the game isn't ever present.
If I were to do it this way, what is the overhead for having more than one callback registered for an event? (Specifically I'm thinking of the update loop. It might be useful/easy/lazy for certain things to be in a main update loop with some other, more specific code in the class's update loop. I am sure there will be overhead; I'm just not sure how much.)