/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * 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 * OpenSceneGraph Public License for more details. */ #ifndef OSG_DELETEHANDLER #define OSG_DELETEHANDLER 1 #include #include namespace osg { /** Class for override the default delete behavior so that users can implement their own object * deletion schemes. This might be done to help implement protection of multiple threads from deleting * objects unintentionally. * Note, the DeleteHandler cannot itself be reference counted, otherwise it * would be responsible for deleting itself! * An static auto_ptr<> is used internally in Referenced.cpp to manage the * DeleteHandler's memory.*/ class OSG_EXPORT DeleteHandler { public: typedef std::pair FrameNumberObjectPair; typedef std::list ObjectsToDeleteList; DeleteHandler(int numberOfFramesToRetainObjects=0); virtual ~DeleteHandler(); /** Set the number of frames to retain objects that are have been requested for deletion. * When set to zero objects are deleted immediately, by set to 1 there are kept around for an extra frame etc. * The ability to retain objects for several frames is useful to prevent premature deletion when objects * are still be used the graphics threads that are using double buffering of rendering data structures with * non ref_ptr<> pointers to scene graph elements.*/ void setNumFramesToRetainObjects(int numberOfFramesToRetainObjects) { _numFramesToRetainObjects = numberOfFramesToRetainObjects; } int getNumFramesToRetainObjects() const { return _numFramesToRetainObjects; } /** Set the current frame number so that subsequent deletes get tagged as associated with this frame.*/ void setFrameNumber(int frameNumber) { _currentFrameNumber = frameNumber; } /** Get the current frame number.*/ int getFrameNumber() const { return _currentFrameNumber; } inline void doDelete(const Referenced* object) { delete object; } /** Flush objects that ready to be fully deleted.*/ virtual void flush(); /** Flush all objects that the DeleteHandler holds. * Note, this should only be called if there are no threads running with non ref_ptr<> pointers, such as graphics threads.*/ virtual void flushAll(); /** Request the deletion of an object. * Depending on users implementation of DeleteHandler, the delete of the object may occur * straight away or be delayed until doDelete is called. * The default implementation does a delete straight away.*/ virtual void requestDelete(const osg::Referenced* object); protected: DeleteHandler(const DeleteHandler&): _numFramesToRetainObjects(0), _currentFrameNumber(0) {} DeleteHandler operator = (const DeleteHandler&) { return *this; } int _numFramesToRetainObjects; int _currentFrameNumber; OpenThreads::Mutex _mutex; ObjectsToDeleteList _objectsToDelete; }; } #endif