Simple 2D RPG made in C++ and SFML
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_THREADLOCALPTR_HPP
#define SFML_THREADLOCALPTR_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/ThreadLocal.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Pointer to a thread-local variable
///
////////////////////////////////////////////////////////////
template <typename T>
class ThreadLocalPtr : private ThreadLocal
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// \param value Optional value to initalize the variable
///
////////////////////////////////////////////////////////////
ThreadLocalPtr(T* value = NULL);
////////////////////////////////////////////////////////////
/// \brief Overload of unary operator *
///
/// Like raw pointers, applying the * operator returns a
/// reference to the pointed object.
///
/// \return Reference to the pointed object
///
////////////////////////////////////////////////////////////
T& operator *() const;
////////////////////////////////////////////////////////////
/// \brief Overload of operator ->
///
/// Like raw pointers, applying the -> operator returns the
/// pointed object.
///
/// \return Pointed object
///
////////////////////////////////////////////////////////////
T* operator ->() const;
////////////////////////////////////////////////////////////
/// \brief Cast operator to implicitely convert the
/// pointer to its raw pointer type (T*)
///
/// \return Pointer to the actual object
///
////////////////////////////////////////////////////////////
operator T*() const;
////////////////////////////////////////////////////////////
/// \brief Assignment operator for a raw pointer parameter
///
/// \param value Pointer to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
ThreadLocalPtr<T>& operator =(T* value);
////////////////////////////////////////////////////////////
/// \brief Assignment operator for a ThreadLocalPtr parameter
///
/// \param right ThreadLocalPtr to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
ThreadLocalPtr<T>& operator =(const ThreadLocalPtr<T>& right);
};
} // namespace sf
#include <SFML/System/ThreadLocalPtr.inl>
#endif // SFML_THREADLOCALPTR_HPP
////////////////////////////////////////////////////////////
/// \class sf::ThreadLocalPtr
/// \ingroup system
///
/// sf::ThreadLocalPtr is a type-safe wrapper for storing
/// pointers to thread-local variables. A thread-local
/// variable holds a different value for each different
/// thread, unlike normal variable that are shared.
///
/// Its usage is completely transparent, so that it is similar
/// to manipulating the raw pointer directly (like any smart pointer).
///
/// Usage example:
/// \code
/// MyClass object1;
/// MyClass object2;
/// sf::ThreadLocalPtr<MyClass> objectPtr;
///
/// void thread1()
/// {
/// objectPtr = &object1; // doesn't impact thread2
/// ...
/// }
///
/// void thread2()
/// {
/// objectPtr = &object2; // doesn't impact thread1
/// ...
/// }
///
/// int main()
/// {
/// // Create and launch the two threads
/// sf::Thread t1(&thread1);
/// sf::Thread t2(&thread2);
/// t1.launch();
/// t2.launch();
///
/// return 0;
/// }
/// \endcode
///
/// ThreadLocalPtr is designed for internal use; however you
/// can use it if you feel like it fits well your implementation.
///
////////////////////////////////////////////////////////////