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