OpenSceneGraph/include/osg/observer_ptr
2010-04-13 09:42:53 +00:00

131 lines
5.0 KiB
C++

/* -*-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_OBSERVER_PTR
#define OSG_OBSERVER_PTR
#include <osg/Notify>
#include <osg/ref_ptr>
#include <osg/Observer>
namespace osg {
/** Smart pointer for observed objects, that automatically set pointers to them to null when they deleted.
* To use the observer_ptr<> robustly in mulit-threaded applications it is recommend to access the pointer via
* the lock() method that passes back a ref_ptr<> that safely takes a reference to the object to prevent deletion
* during usage of the object. In certain conditions it may be safe to use the pointer directly without using lock(),
* which will confer a perfomance advantage, the conditions are:
* 1) The data structure is only accessed/deleted in single threaded/serial way.
* 2) The data strucutre is guarenteed by high level management of data strucutures and threads which avoid
* possible situations where the observer_ptr<>'s object may be deleted by one thread whilst being accessed
* by another.
* If you are in any doubt about whether it is safe to access the object safe then use
* ref_ptr<> observer_ptr<>.lock() combination. */
template<class T>
class observer_ptr : public Observer
{
public:
typedef T element_type;
observer_ptr(): _ptr(0L) {}
observer_ptr(T* t): _ptr(t) { if (_ptr) _ptr->addObserver(this); }
observer_ptr(const observer_ptr& rp):
Observer()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(*getObserverMutex());
_ptr = rp._ptr;
if (_ptr) _ptr->addObserver(this);
}
~observer_ptr()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(*getObserverMutex());
if (_ptr) _ptr->removeObserver(this);
}
inline observer_ptr& operator = (const observer_ptr& rp)
{
if (&rp==this) return *this;
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(*getObserverMutex());
if (_ptr==rp._ptr) return *this;
if (_ptr) _ptr->removeObserver(this);
_ptr = rp._ptr;
if (_ptr) _ptr->addObserver(this);
return *this;
}
inline observer_ptr& operator = (T* ptr)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(*getObserverMutex());
if (_ptr==ptr) return *this;
if (_ptr) _ptr->removeObserver(this);
_ptr = ptr;
if (_ptr) _ptr->addObserver(this);
return *this;
}
// robust thread safe access to pointer
ref_ptr<T> lock() const
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(*getObserverMutex());
if (_ptr && _ptr->referenceCount()>0) return ref_ptr<T>(_ptr);
else return ref_ptr<T>(_ptr);
}
// get the raw C pointer
inline T* get() const { return _ptr; }
// comparison operators for observer_ptr.
inline bool operator == (const observer_ptr& rp) const { return (_ptr==rp._ptr); }
inline bool operator != (const observer_ptr& rp) const { return (_ptr!=rp._ptr); }
inline bool operator < (const observer_ptr& rp) const { return (_ptr<rp._ptr); }
inline bool operator > (const observer_ptr& rp) const { return (_ptr>rp._ptr); }
// comparison operator for const T*.
inline bool operator == (const T* ptr) const { return (_ptr==ptr); }
inline bool operator != (const T* ptr) const { return (_ptr!=ptr); }
inline bool operator < (const T* ptr) const { return (_ptr<ptr); }
inline bool operator > (const T* ptr) const { return (_ptr>ptr); }
// convinience methods for operating on object, however, access to not automatically threadsafe
// to make thread safe one should either ensure a high level that object will not be deleted
// which operating on it, or by using the observer_ptr<>::lock() to get a ref_ptr<> that ensures the
// objects stay alive throughout all access to it.
inline T& operator*() const { return *_ptr; }
inline T* operator->() const { return _ptr; }
inline bool operator!() const { return _ptr==0L; }
inline bool valid() const { return _ptr!=0L; }
protected:
virtual void objectDeleted(void*)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(*getObserverMutex());
_ptr = 0;
}
T* _ptr;
};
}
#endif