Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Macros for defining branching singletons.
//
// A branching singleton defines a singleton class within another class, and subclasses
// of the outer class can automatically expand on that singleton at their node in the
// class branching tree with the confidence that changes will be reflected in all
// subclasses.
//
// The primary reason to have a branching singleton is to centralize management code
// without being tied explicitly to one interface. The interface can possibly change
// vastly as it gets passed down the tree to the point where all the original functions
// are stubs and the interface uses an entirely different set of functions.
//
// $NoKeywords: $
//=============================================================================//
#ifndef BRANCHINGSINGLETON_H
#define BRANCHINGSINGLETON_H
#ifdef _WIN32
#pragma once
#endif
#define START_BRANCHING_SINGLETON_DEFINITION_NOBASE( classname ) class classname
#define START_BRANCHING_SINGLETON_DEFINITION( classname ) class classname : public Base##classname
#define _END_BRANCHING_SINGLETON_DEFINITION( classname );\
static classname *Get_##classname##_Static( void )\ {\ static classname s_Singleton;\ return &s_Singleton;\ }\ \ virtual Root##classname *Get_##classname##( void )\ {\ return Get_##classname##_Static();\ }\ typedef classname Base##classname;
#define END_BRANCHING_SINGLETON_DEFINITION( classname ) _END_BRANCHING_SINGLETON_DEFINITION( classname )
#define END_BRANCHING_SINGLETON_DEFINITION_NOBASE( classname );\
typedef classname Root##classname;\ _END_BRANCHING_SINGLETON_DEFINITION( classname );
#endif //#ifndef BRANCHINGSINGLETON_H
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