Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A header describing use of the delegate system. It's hiding
// the highly complex implementation details of the delegate system
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef UTLDELEGATE_H
#define UTLDELEGATE_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// The delegate system: A method of invoking methods, whether they are
// member methods of classes, static methods of classes, or free functions,
// dealing with all the nastiness in differences between how the calls have
// to happen yet works in a highly optimal fashion. For details, see
//
// http://www.codeproject.com/cpp/FastDelegate.asp
//
// The delegate design pattern is described here
//
// http://en.wikipedia.org/wiki/Delegation_(programming)
//-----------------------------------------------------------------------------
#ifdef UTLDELEGATE_USAGE_DEMONSTRATION
//-----------------------------------------------------------------------------
// Here, we show how to use this system (the ifdef UTLDELEGATE_USAGE_DEMONSTRATION is used to get syntax coloring).
//-----------------------------------------------------------------------------
// First, define the functions you wish to call.
int Test1( char *pString, float x ); class CTestClass { public: void Test2(); static float Test3( int x ); };
void Test() { CTestClass testClass;
// CUtlDelegate is a class that can be used to invoke methods of classes
// or static functions in a highly efficient manner.
// There are a couple ways to hook up a delegate. One is in a constructor
// Note that the template parameter of CUtlFastDelegate looks like the
// function type: first, you have the return type, then ( parameter list )
CUtlDelegate< int ( char *, float ) > delegate1( &Test1 );
// Another way is to use the UtlMakeDelegate method, allowing you to
// define the delegate later. Note that UtlMakeDelegate does *not* do a heap allocation
CUtlDelegate< void () > delegate2; delegate2 = UtlMakeDelegate( &testClass, &CTestClass::Test2 );
// A third method is to use the Bind() method of CUtlFastDelegate
// Note that you do not pass in the class pointer for static functions
CUtlDelegate< float ( int ) > delegate3; delegate3.Bind( &CTestClass::Test3 );
// Use the () operator to invoke the function calls.
int x = delegate1( "hello", 1.0f ); delegate2(); float y = delegate3( 5 );
// Use the Clear() method to unbind a delegate.
delegate1.Clear();
// You can use operator! or IsEmpty() to see if a delegate is bound
if ( !delegate1.IsEmpty() ) { delegate1( "hello2" ); }
// Delegates maintain an internal non-templatized representation of the
// functions they are bound to called CUtlAbstractDelegate. These are
// useful when keeping a list of untyped delegates or when passing
// delegates across interface boundaries.
const CUtlAbstractDelegate &abstractDelegate3 = delegate3.GetAbstractDelegate(); CUtlDelegate< float ( int ) > delegate4; delegate4.SetAbstractDelegate( abstractDelegate3 ); delegate4( 10 ); }
#endif // UTLDELEGATE_USAGE_DEMONSTRATION
// Looking in this file may cause blindness.
#include "tier1/utldelegateimpl.h"
#endif // UTLDELEGATE_H
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