Mercurial > sdl-ios-xcode
view src/cdrom/macosx/CAGuard.h @ 911:04a403e4ccf5
Date: Mon, 3 May 2004 03:15:01 +0100
From: David Symmonds
Subject: SDL Typedef Structs
Hi, Thanks for the SDL libraries, I have been using them for about a year
now and they are really brilliant. One thing that I have just found whilst
using them through C++ (and needing forward declarations) is that when you
typedef structs you sometimes use
typedef struct Name
{
...
}Name;
e.g. SDL_Surface
and other times use
typedef struct
{
...
}Name;
e.g. SDL_Rect
The first type works fine, when I define a header file I can just put
'struct Name;' at the top and use the Name throughout. However, the second
type is harder to use in a header, and I haven't found a way yet, other than
to include 'SDL.h' in the header file (undesirable). Would there be any harm
in changing the definition of SDL_Rect and such like to the second form?
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 18 Jul 2004 22:57:40 +0000 |
parents | b8d311d90021 |
children |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2004 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ /* Note: This file hasn't been modified so technically we have to keep the disclaimer :-( Copyright: © Copyright 2002 Apple Computer, Inc. All rights reserved. Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in consideration of your agreement to the following terms, and your use, installation, modification or redistribution of this Apple software constitutes acceptance of these terms. If you do not agree with these terms, please do not use, install, modify or redistribute this Apple software. In consideration of your agreement to abide by the following terms, and subject to these terms, Apple grants you a personal, non-exclusive license, under AppleÕs copyrights in this original Apple software (the "Apple Software"), to use, reproduce, modify and redistribute the Apple Software, with or without modifications, in source and/or binary forms; provided that if you redistribute the Apple Software in its entirety and without modifications, you must retain this notice and the following text and disclaimers in all such redistributions of the Apple Software. Neither the name, trademarks, service marks or logos of Apple Computer, Inc. may be used to endorse or promote products derived from the Apple Software without specific prior written permission from Apple. Except as expressly stated in this notice, no other rights or licenses, express or implied, are granted by Apple herein, including but not limited to any patent rights that may be infringed by your derivative works or by other works in which the Apple Software may be incorporated. The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /*============================================================================= CAGuard.h =============================================================================*/ #if !defined(__CAGuard_h__) #define __CAGuard_h__ //============================================================================= // Includes //============================================================================= #include <CoreAudio/CoreAudioTypes.h> #include <pthread.h> //============================================================================= // CAGuard // // This is your typical mutex with signalling implemented via pthreads. // Lock() will return true if and only if the guard is locked on that call. // A thread that already has the guard will receive 'false' if it locks it // again. Use of the stack-based CAGuard::Locker class is highly recommended // to properly manage the recursive nesting. The Wait calls with timeouts // will return true if and only if the timeout period expired. They will // return false if they receive notification any other way. //============================================================================= class CAGuard { // Construction/Destruction public: CAGuard(); virtual ~CAGuard(); // Actions public: virtual bool Lock(); virtual void Unlock(); virtual bool Try(bool& outWasLocked); // returns true if lock is free, false if not virtual void Wait(); virtual void Notify(); // Implementation protected: pthread_mutex_t mMutex; pthread_cond_t mCondVar; pthread_t mOwner; // Helper class to manage taking and releasing recursively public: class Locker { // Construction/Destruction public: Locker(CAGuard& inGuard) : mGuard(inGuard), mNeedsRelease(false) { mNeedsRelease = mGuard.Lock(); } ~Locker() { if(mNeedsRelease) { mGuard.Unlock(); } } private: Locker(const Locker&); Locker& operator=(const Locker&); // Actions public: void Wait() { mGuard.Wait(); } void Notify() { mGuard.Notify(); } // Implementation private: CAGuard& mGuard; bool mNeedsRelease; }; }; #endif