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0ad/source/tools/atlas/AtlasUI/General/Observable.h
Ykkrosh d605cb39ec # Atlas editor: Control over 'random' actor variations.
Actor variation selection (though not saved to maps, so not very
useful).
Added more levels of complexity to the waiting-for-game-to-respond
message pump, to fix reentrancy problems.
Use number keys to assign player to selected unit.

This was SVN commit r3913.
2006-05-31 05:27:02 +00:00

51 lines
1.1 KiB
C++

#ifndef OBSERVABLE_H__
#define OBSERVABLE_H__
#include <boost/signals.hpp>
#include <boost/bind.hpp>
typedef boost::signals::connection ObservableConnection;
template <typename T> class Observable : public T
{
public:
template<typename C> ObservableConnection RegisterObserver(int order, void (C::*callback) (const T&), C* obj)
{
return m_Signal.connect(order, boost::bind(std::mem_fun(callback), obj, _1));
}
void RemoveObserver(const ObservableConnection& conn)
{
conn.disconnect();
}
void NotifyObservers()
{
m_Signal(*this);
}
// Use when an object is changing something that it's also observing,
// because it already knows about the change and doesn't need to be notified
// again (particularly since that may cause infinite loops).
void NotifyObserversExcept(ObservableConnection& conn)
{
if (conn.blocked())
{
// conn is already blocked and won't see anything
NotifyObservers();
}
else
{
// Temporarily disable conn
conn.block();
NotifyObservers();
conn.unblock();
}
}
private:
boost::signal<void (const T&)> m_Signal;
};
#endif // OBSERVABLE_H__