ultimatepp/uppsrc/Core/Cbgen.h
cxl 2add365c36 Core: Fixed issue with lambda
git-svn-id: svn://ultimatepp.org/upp/trunk@7232 f0d560ea-af0d-0410-9eb7-867de7ffcac7
2014-04-12 14:38:18 +00:00

807 lines
21 KiB
C++

// -----------------------------------------------------------
#ifdef CPP_11
#define HAS_LAMBDA 1
#endif
struct CallbackAction {
Atomic count;
virtual void Execute() = 0;
virtual bool IsValid() const { return true; }
CallbackAction() { count = 1; }
virtual ~CallbackAction() {}
};
#ifdef HAS_LAMBDA
template <class T>
struct AnyLambda {
T l;
AnyLambda(T l) : l(l) {}
};
template <class T>
AnyLambda<T> lambda(T x) { return AnyLambda<T>(x); }
enum MakeItLambda___ { MakeItLambdaVal___ };
template <class T>
AnyLambda<T> operator*(MakeItLambda___, T l) { return lambda(l); }
#define LAMBDA MakeItLambdaVal___ * [&]
struct LambdaCallback : CallbackAction {
std::function<void ()> fn;
virtual void Execute() { fn(); }
LambdaCallback(std::function<void ()> fn) : fn(fn) {}
};
#endif
class Callback : Moveable< Callback > {
CallbackAction *action;
void Retain() const { if(action ) AtomicInc(action->count); }
void Release() { if(action && AtomicDec(action->count) == 0) delete action; }
bool operator==(const Callback&);
bool operator!=(const Callback&);
public:
typedef Callback CLASSNAME;
Callback& operator=(const Callback& c);
Callback(const Callback& c);
void Clear() { Release(); action = NULL; }
operator bool() const { return action && action->IsValid(); }
void Execute() const;
void operator()() const { Execute(); }
explicit Callback(CallbackAction *newaction) { action = newaction; }
Callback() { action = NULL; }
Callback(_CNULL) { action = NULL; }
#ifdef CPP_11
template <class T>
Callback(AnyLambda<T> l) { action = new LambdaCallback(l.l); }
#endif
~Callback();
static Callback Empty() { return CNULL; }
};
// -----------------------------------------------------------
template <class P1>
struct Callback1Action {
Atomic count;
virtual void Execute(P1 p1) = 0;
virtual bool IsValid() const { return true; }
Callback1Action() { count = 1; }
virtual ~Callback1Action() {}
};
#ifdef HAS_LAMBDA
template <class P1>
struct LambdaCallback1 : public Callback1Action<P1> {
std::function<void (P1)> fn;
virtual void Execute(P1 p1) { fn(p1); }
LambdaCallback1(std::function<void (P1)> fn) : fn(fn) {}
};
#endif
template <class P1>
class Callback1 : Moveable< Callback1<P1> > {
Callback1Action<P1> *action;
void Retain() const { if(action ) AtomicInc(action->count); }
void Release() { if(action && AtomicDec(action->count) == 0) delete action; }
bool operator==(const Callback1&);
bool operator!=(const Callback1&);
public:
typedef Callback1 CLASSNAME;
Callback1& operator=(const Callback1& c);
Callback1(const Callback1& c);
void Clear() { Release(); action = NULL; }
operator bool() const { return action && action->IsValid(); }
void Execute(P1 p1) const { if(action) action->Execute(p1); }
void operator()(P1 p1) const { Execute(p1); }
explicit Callback1(Callback1Action <P1> *newaction) { action = newaction; }
Callback1() { action = NULL; }
Callback1(_CNULL) { action = NULL; }
~Callback1();
#ifdef CPP_11
template <class T>
Callback1(AnyLambda<T> l) { action = new LambdaCallback1<P1>(l.l); }
#endif
static Callback1 Empty() { return CNULL; }
};
template <class P1>
Callback1<P1>& Callback1<P1>::operator=(const Callback1& c)
{
c.Retain();
Release();
action = c.action;
return *this;
}
template <class P1>
Callback1<P1>::Callback1(const Callback1& c)
{
action = c.action;
Retain();
}
template <class P1>
Callback1<P1>::~Callback1()
{
Release();
}
// -----------------------------------------------------------
template <class P1, class P2>
struct Callback2Action {
Atomic count;
virtual void Execute(P1 p1, P2 p2) = 0;
virtual bool IsValid() const { return true; }
Callback2Action() { count = 1; }
virtual ~Callback2Action() {}
};
#ifdef HAS_LAMBDA
template <class P1, class P2>
struct LambdaCallback2 : public Callback2Action<P1, P2> {
std::function<void (P1, P2)> fn;
virtual void Execute(P1 p1, P2 p2) { fn(p1, p2); }
LambdaCallback2(std::function<void (P1, P2)> fn) : fn(fn) {}
};
#endif
template <class P1, class P2>
class Callback2 : Moveable< Callback2<P1, P2> > {
Callback2Action<P1, P2> *action;
void Retain() const { if(action ) AtomicInc(action->count); }
void Release() { if(action && AtomicDec(action->count) == 0) delete action; }
bool operator==(const Callback2&);
bool operator!=(const Callback2&);
public:
typedef Callback2 CLASSNAME;
Callback2& operator=(const Callback2& c);
Callback2(const Callback2& c);
void Clear() { Release(); action = NULL; }
operator bool() const { return action && action->IsValid(); }
void Execute(P1 p1, P2 p2) const { if(action) action->Execute(p1, p2); }
void operator()(P1 p1, P2 p2) const { Execute(p1, p2); }
explicit Callback2(Callback2Action <P1, P2> *newaction) { action = newaction; }
Callback2() { action = NULL; }
Callback2(_CNULL) { action = NULL; }
~Callback2();
#ifdef CPP_11
template <class T>
Callback2(AnyLambda<T> l) { action = new LambdaCallback2<P1, P2>(l.l); }
#endif
static Callback2 Empty() { return CNULL; }
};
template <class P1, class P2>
Callback2<P1, P2>& Callback2<P1, P2>::operator=(const Callback2& c)
{
c.Retain();
Release();
action = c.action;
return *this;
}
template <class P1, class P2>
Callback2<P1, P2>::Callback2(const Callback2& c)
{
action = c.action;
Retain();
}
template <class P1, class P2>
Callback2<P1, P2>::~Callback2()
{
Release();
}
// -----------------------------------------------------------
template <class P1, class P2, class P3>
struct Callback3Action {
Atomic count;
virtual void Execute(P1 p1, P2 p2, P3 p3) = 0;
virtual bool IsValid() const { return true; }
Callback3Action() { count = 1; }
virtual ~Callback3Action() {}
};
#ifdef HAS_LAMBDA
template <class P1, class P2, class P3>
struct LambdaCallback3 : public Callback3Action<P1, P2, P3> {
std::function<void (P1, P2, P3)> fn;
virtual void Execute(P1 p1, P2 p2, P3 p3) { fn(p1, p2, p3); }
LambdaCallback3(std::function<void (P1, P2, P3)> fn) : fn(fn) {}
};
#endif
template <class P1, class P2, class P3>
class Callback3 : Moveable< Callback3<P1, P2, P3> > {
Callback3Action<P1, P2, P3> *action;
void Retain() const { if(action ) AtomicInc(action->count); }
void Release() { if(action && AtomicDec(action->count) == 0) delete action; }
bool operator==(const Callback3&);
bool operator!=(const Callback3&);
public:
typedef Callback3 CLASSNAME;
Callback3& operator=(const Callback3& c);
Callback3(const Callback3& c);
void Clear() { Release(); action = NULL; }
operator bool() const { return action && action->IsValid(); }
void Execute(P1 p1, P2 p2, P3 p3) const { if(action) action->Execute(p1, p2, p3); }
void operator()(P1 p1, P2 p2, P3 p3) const { Execute(p1, p2, p3); }
explicit Callback3(Callback3Action <P1, P2, P3> *newaction) { action = newaction; }
Callback3() { action = NULL; }
Callback3(_CNULL) { action = NULL; }
~Callback3();
#ifdef CPP_11
template <class T>
Callback3(AnyLambda<T> l) { action = new LambdaCallback3<P1, P2, P3>(l.l); }
#endif
static Callback3 Empty() { return CNULL; }
};
template <class P1, class P2, class P3>
Callback3<P1, P2, P3>& Callback3<P1, P2, P3>::operator=(const Callback3& c)
{
c.Retain();
Release();
action = c.action;
return *this;
}
template <class P1, class P2, class P3>
Callback3<P1, P2, P3>::Callback3(const Callback3& c)
{
action = c.action;
Retain();
}
template <class P1, class P2, class P3>
Callback3<P1, P2, P3>::~Callback3()
{
Release();
}
// -----------------------------------------------------------
template <class P1, class P2, class P3, class P4>
struct Callback4Action {
Atomic count;
virtual void Execute(P1 p1, P2 p2, P3 p3, P4 p4) = 0;
virtual bool IsValid() const { return true; }
Callback4Action() { count = 1; }
virtual ~Callback4Action() {}
};
#ifdef HAS_LAMBDA
template <class P1, class P2, class P3, class P4>
struct LambdaCallback4 : public Callback4Action<P1, P2, P3, P4> {
std::function<void (P1, P2, P3, P4)> fn;
virtual void Execute(P1 p1, P2 p2, P3 p3, P4 p4) { fn(p1, p2, p3, p4); }
LambdaCallback4(std::function<void (P1, P2, P3, P4)> fn) : fn(fn) {}
};
#endif
template <class P1, class P2, class P3, class P4>
class Callback4 : Moveable< Callback4<P1, P2, P3, P4> > {
Callback4Action<P1, P2, P3, P4> *action;
void Retain() const { if(action ) AtomicInc(action->count); }
void Release() { if(action && AtomicDec(action->count) == 0) delete action; }
bool operator==(const Callback4&);
bool operator!=(const Callback4&);
public:
typedef Callback4 CLASSNAME;
Callback4& operator=(const Callback4& c);
Callback4(const Callback4& c);
void Clear() { Release(); action = NULL; }
operator bool() const { return action && action->IsValid(); }
void Execute(P1 p1, P2 p2, P3 p3, P4 p4) const { if(action) action->Execute(p1, p2, p3, p4); }
void operator()(P1 p1, P2 p2, P3 p3, P4 p4) const { Execute(p1, p2, p3, p4); }
explicit Callback4(Callback4Action <P1, P2, P3, P4> *newaction) { action = newaction; }
Callback4() { action = NULL; }
Callback4(_CNULL) { action = NULL; }
~Callback4();
#ifdef CPP_11
template <class T>
Callback4(AnyLambda<T> l) { action = new LambdaCallback4<P1, P2, P3, P4>(l.l); }
#endif
static Callback4 Empty() { return CNULL; }
};
template <class P1, class P2, class P3, class P4>
Callback4<P1, P2, P3, P4>& Callback4<P1, P2, P3, P4>::operator=(const Callback4& c)
{
c.Retain();
Release();
action = c.action;
return *this;
}
template <class P1, class P2, class P3, class P4>
Callback4<P1, P2, P3, P4>::Callback4(const Callback4& c)
{
action = c.action;
Retain();
}
template <class P1, class P2, class P3, class P4>
Callback4<P1, P2, P3, P4>::~Callback4()
{
Release();
}
// -----------------------------------------------------------
struct GateAction {
Atomic count;
virtual bool Execute() = 0;
virtual bool IsValid() const { return true; }
GateAction() { count = 1; }
virtual ~GateAction() {}
};
#ifdef HAS_LAMBDA
struct LambdaGate : public GateAction {
std::function<bool ()> fn;
virtual bool Execute() { return fn(); }
LambdaGate(std::function<bool ()> fn) : fn(fn) {}
};
#endif
class Gate : Moveable< Gate > {
GateAction *action;
void Retain() const { if(action && (void *)action != (void *)1) AtomicInc(action->count); }
void Release() { if(action && (void *)action != (void *)1 && AtomicDec(action->count) == 0) delete action; }
bool operator==(const Gate&);
bool operator!=(const Gate&);
Gate(bool (*fn)()); // Avoid converting function pointers to bool
public:
typedef Gate CLASSNAME;
Gate& operator=(const Gate& c);
Gate(const Gate& c);
void Clear() { Release(); action = NULL; }
operator bool() const { return (void *)action != (void *)1 && action && action->IsValid(); }
bool Execute() const;
bool operator()() const { return Execute(); }
void ClearTrue() { Clear(); action = (GateAction *)(uintptr_t)1; }
void ClearFalse() { Clear(); }
Gate(bool b) { action = (GateAction *)(uintptr_t)b; }
explicit Gate(GateAction *newaction) { action = newaction; }
Gate() { action = NULL; }
Gate(_CNULL) { action = NULL; }
~Gate();
#ifdef CPP_11
template <class T>
Gate(AnyLambda<T> l) { action = new LambdaGate(l.l); }
#endif
static Gate Empty() { return CNULL; }
};
// -----------------------------------------------------------
template <class P1>
struct Gate1Action {
Atomic count;
virtual bool Execute(P1 p1) = 0;
virtual bool IsValid() const { return true; }
Gate1Action() { count = 1; }
virtual ~Gate1Action() {}
};
#ifdef HAS_LAMBDA
template <class P1>
struct LambdaGate1 : public Gate1Action<P1> {
std::function<bool (P1)> fn;
virtual bool Execute(P1 p1) { return fn(p1); }
LambdaGate1(std::function<bool (P1)> fn) : fn(fn) {}
};
#endif
template <class P1>
class Gate1 : Moveable< Gate1<P1> > {
Gate1Action<P1> *action;
void Retain() const { if(action && (void *)action != (void *)1) AtomicInc(action->count); }
void Release() { if(action && (void *)action != (void *)1 && AtomicDec(action->count) == 0) delete action; }
bool operator==(const Gate1&);
bool operator!=(const Gate1&);
template <class H> Gate1(bool (*fn)(H)); // Avoid converting function pointers to bool
public:
typedef Gate1 CLASSNAME;
Gate1& operator=(const Gate1& c);
Gate1(const Gate1& c);
void Clear() { Release(); action = NULL; }
operator bool() const { return (void *)action != (void *)1 && action && action->IsValid(); }
bool Execute(P1 p1) const { return (void *)action == (void *)1 ? true : action ? action->Execute(p1) : false; }
bool operator()(P1 p1) const { return Execute(p1); }
void ClearTrue() { Clear(); action = (Gate1Action<P1> *)1; }
void ClearFalse() { Clear(); }
Gate1(bool b) { action = (Gate1Action<P1> *)(uintptr_t)b; }
explicit Gate1(Gate1Action <P1> *newaction) { action = newaction; }
Gate1() { action = NULL; }
Gate1(_CNULL) { action = NULL; }
~Gate1();
#ifdef CPP_11
template <class T>
Gate1(AnyLambda<T> l) { action = new LambdaGate1<P1>(l.l); }
#endif
static Gate1 Empty() { return CNULL; }
};
template <class P1>
Gate1<P1>& Gate1<P1>::operator=(const Gate1& c)
{
c.Retain();
Release();
action = c.action;
return *this;
}
template <class P1>
Gate1<P1>::Gate1(const Gate1& c)
{
action = c.action;
Retain();
}
template <class P1>
Gate1<P1>::~Gate1()
{
Release();
}
// -----------------------------------------------------------
template <class P1, class P2>
struct Gate2Action {
Atomic count;
virtual bool Execute(P1 p1, P2 p2) = 0;
virtual bool IsValid() const { return true; }
Gate2Action() { count = 1; }
virtual ~Gate2Action() {}
};
#ifdef HAS_LAMBDA
template <class P1, class P2>
struct LambdaGate2 : public Gate2Action<P1, P2> {
std::function<bool (P1, P2)> fn;
virtual bool Execute(P1 p1, P2 p2) { return fn(p1, p2); }
LambdaGate2(std::function<bool (P1, P2)> fn) : fn(fn) {}
};
#endif
template <class P1, class P2>
class Gate2 : Moveable< Gate2<P1, P2> > {
Gate2Action<P1, P2> *action;
void Retain() const { if(action && (void *)action != (void *)1) AtomicInc(action->count); }
void Release() { if(action && (void *)action != (void *)1 && AtomicDec(action->count) == 0) delete action; }
bool operator==(const Gate2&);
bool operator!=(const Gate2&);
template <class H1, class H2> Gate2(bool (*fn)(H1, H2)); // Avoid converting function pointers to bool
public:
typedef Gate2 CLASSNAME;
Gate2& operator=(const Gate2& c);
Gate2(const Gate2& c);
void Clear() { Release(); action = NULL; }
operator bool() const { return (void *)action != (void *)1 && action && action->IsValid(); }
bool Execute(P1 p1, P2 p2) const { return (void *)action == (void *)1 ? true : action ? action->Execute(p1, p2) : false; }
bool operator()(P1 p1, P2 p2) const { return Execute(p1, p2); }
void ClearTrue() { Clear(); action = (Gate2Action<P1, P2> *)1; }
void ClearFalse() { Clear(); }
Gate2(bool b) { action = (Gate2Action<P1, P2> *)(uintptr_t)b; }
explicit Gate2(Gate2Action <P1, P2> *newaction) { action = newaction; }
Gate2() { action = NULL; }
Gate2(_CNULL) { action = NULL; }
~Gate2();
#ifdef CPP_11
template <class T>
Gate2(AnyLambda<T> l) { action = new LambdaGate2<P1, P2>(l.l); }
#endif
static Gate2 Empty() { return CNULL; }
};
template <class P1, class P2>
Gate2<P1, P2>& Gate2<P1, P2>::operator=(const Gate2& c)
{
c.Retain();
Release();
action = c.action;
return *this;
}
template <class P1, class P2>
Gate2<P1, P2>::Gate2(const Gate2& c)
{
action = c.action;
Retain();
}
template <class P1, class P2>
Gate2<P1, P2>::~Gate2()
{
Release();
}
// -----------------------------------------------------------
template <class P1, class P2, class P3>
struct Gate3Action {
Atomic count;
virtual bool Execute(P1 p1, P2 p2, P3 p3) = 0;
virtual bool IsValid() const { return true; }
Gate3Action() { count = 1; }
virtual ~Gate3Action() {}
};
#ifdef HAS_LAMBDA
template <class P1, class P2, class P3>
struct LambdaGate3 : public Gate3Action<P1, P2, P3> {
std::function<bool (P1, P2, P3)> fn;
virtual bool Execute(P1 p1, P2 p2, P3 p3) { return fn(p1, p2, p3); }
LambdaGate3(std::function<bool (P1, P2, P3)> fn) : fn(fn) {}
};
#endif
template <class P1, class P2, class P3>
class Gate3 : Moveable< Gate3<P1, P2, P3> > {
Gate3Action<P1, P2, P3> *action;
void Retain() const { if(action && (void *)action != (void *)1) AtomicInc(action->count); }
void Release() { if(action && (void *)action != (void *)1 && AtomicDec(action->count) == 0) delete action; }
bool operator==(const Gate3&);
bool operator!=(const Gate3&);
template <class H1, class H2, class H3> Gate3(bool (*fn)(H1, H2, H3)); // Avoid converting function pointers to bool
public:
typedef Gate3 CLASSNAME;
Gate3& operator=(const Gate3& c);
Gate3(const Gate3& c);
void Clear() { Release(); action = NULL; }
operator bool() const { return (void *)action != (void *)1 && action && action->IsValid(); }
bool Execute(P1 p1, P2 p2, P3 p3) const { return (void *)action == (void *)1 ? true : action ? action->Execute(p1, p2, p3) : false; }
bool operator()(P1 p1, P2 p2, P3 p3) const { return Execute(p1, p2, p3); }
void ClearTrue() { Clear(); action = (Gate3Action<P1, P2, P3> *)1; }
void ClearFalse() { Clear(); }
Gate3(bool b) { action = (Gate3Action<P1, P2, P3> *)(uintptr_t)b; }
explicit Gate3(Gate3Action <P1, P2, P3> *newaction) { action = newaction; }
Gate3() { action = NULL; }
Gate3(_CNULL) { action = NULL; }
~Gate3();
#ifdef CPP_11
template <class T>
Gate3(AnyLambda<T> l) { action = new LambdaGate3<P1, P2, P3>(l.l); }
#endif
static Gate3 Empty() { return CNULL; }
};
template <class P1, class P2, class P3>
Gate3<P1, P2, P3>& Gate3<P1, P2, P3>::operator=(const Gate3& c)
{
c.Retain();
Release();
action = c.action;
return *this;
}
template <class P1, class P2, class P3>
Gate3<P1, P2, P3>::Gate3(const Gate3& c)
{
action = c.action;
Retain();
}
template <class P1, class P2, class P3>
Gate3<P1, P2, P3>::~Gate3()
{
Release();
}
// -----------------------------------------------------------
template <class P1, class P2, class P3, class P4>
struct Gate4Action {
Atomic count;
virtual bool Execute(P1 p1, P2 p2, P3 p3, P4 p4) = 0;
virtual bool IsValid() const { return true; }
Gate4Action() { count = 1; }
virtual ~Gate4Action() {}
};
#ifdef HAS_LAMBDA
template <class P1, class P2, class P3, class P4>
struct LambdaGate4 : public Gate4Action<P1, P2, P3, P4> {
std::function<bool (P1, P2, P3, P4)> fn;
virtual bool Execute(P1 p1, P2 p2, P3 p3, P4 p4) { return fn(p1, p2, p3, p4); }
LambdaGate4(std::function<bool (P1, P2, P3, P4)> fn) : fn(fn) {}
};
#endif
template <class P1, class P2, class P3, class P4>
class Gate4 : Moveable< Gate4<P1, P2, P3, P4> > {
Gate4Action<P1, P2, P3, P4> *action;
void Retain() const { if(action && (void *)action != (void *)1) AtomicInc(action->count); }
void Release() { if(action && (void *)action != (void *)1 && AtomicDec(action->count) == 0) delete action; }
bool operator==(const Gate4&);
bool operator!=(const Gate4&);
template <class H1, class H2, class H3, class H4> Gate4(bool (*fn)(H1, H2, H3, H4)); // Avoid converting function pointers to bool
public:
typedef Gate4 CLASSNAME;
Gate4& operator=(const Gate4& c);
Gate4(const Gate4& c);
void Clear() { Release(); action = NULL; }
operator bool() const { return (void *)action != (void *)1 && action && action->IsValid(); }
bool Execute(P1 p1, P2 p2, P3 p3, P4 p4) const { return (void *)action == (void *)1 ? true : action ? action->Execute(p1, p2, p3, p4) : false; }
bool operator()(P1 p1, P2 p2, P3 p3, P4 p4) const { return Execute(p1, p2, p3, p4); }
void ClearTrue() { Clear(); action = (Gate4Action<P1, P2, P3, P4> *)1; }
void ClearFalse() { Clear(); }
Gate4(bool b) { action = (Gate4Action<P1, P2, P3, P4> *)(uintptr_t)b; }
explicit Gate4(Gate4Action <P1, P2, P3, P4> *newaction) { action = newaction; }
Gate4() { action = NULL; }
Gate4(_CNULL) { action = NULL; }
~Gate4();
#ifdef CPP_11
template <class T>
Gate4(AnyLambda<T> l) { action = new LambdaGate4<P1, P2, P3, P4>(l.l); }
#endif
static Gate4 Empty() { return CNULL; }
};
template <class P1, class P2, class P3, class P4>
Gate4<P1, P2, P3, P4>& Gate4<P1, P2, P3, P4>::operator=(const Gate4& c)
{
c.Retain();
Release();
action = c.action;
return *this;
}
template <class P1, class P2, class P3, class P4>
Gate4<P1, P2, P3, P4>::Gate4(const Gate4& c)
{
action = c.action;
Retain();
}
template <class P1, class P2, class P3, class P4>
Gate4<P1, P2, P3, P4>::~Gate4()
{
Release();
}