simplify singleton registration

This commit is contained in:
Glenn Maynard
2006-09-21 04:27:45 +00:00
parent e779328560
commit 2b7e2849fd
5 changed files with 53 additions and 40 deletions
+13 -10
View File
@@ -3,6 +3,7 @@
#include "Character.h"
#include "GameState.h"
#include "Foreach.h"
#include "LuaManager.h"
#define CHARACTERS_DIR "/Characters/"
@@ -10,6 +11,15 @@ CharacterManager* CHARMAN = NULL; // global object accessable from anywhere in t
CharacterManager::CharacterManager()
{
// Register with Lua.
{
Lua *L = LUA->Get();
lua_pushstring( L, "CHARMAN" );
CHARMAN->PushSelf( L );
lua_settable( L, LUA_GLOBALSINDEX );
LUA->Release( L );
}
for( unsigned i=0; i<m_pCharacters.size(); i++ )
SAFE_DELETE( m_pCharacters[i] );
m_pCharacters.clear();
@@ -47,6 +57,9 @@ CharacterManager::~CharacterManager()
{
for( unsigned i=0; i<m_pCharacters.size(); i++ )
SAFE_DELETE( m_pCharacters[i] );
// Unregister with Lua.
LUA->UnsetGlobal( "CHARMAN" );
}
void CharacterManager::GetCharacters( vector<Character*> &apCharactersOut )
@@ -127,16 +140,6 @@ public:
ADD_METHOD( GetCharacter );
Luna<T>::Register( L );
// Add global singleton if constructed already. If it's not constructed yet,
// then we'll register it later when we reinit Lua just before
// initializing the display.
if( CHARMAN )
{
lua_pushstring(L, "CHARMAN");
CHARMAN->PushSelf( L );
lua_settable(L, LUA_GLOBALSINDEX);
}
}
};
+11 -10
View File
@@ -4,6 +4,7 @@
#include "RageUtil.h"
#include "RageThreads.h"
#include "EnumHelper.h"
#include "LuaManager.h"
#include <set>
#include <map>
@@ -141,10 +142,20 @@ static map<RString,SubscribersSet> g_MessageToSubscribers;
MessageManager::MessageManager()
{
// Register with Lua.
{
Lua *L = LUA->Get();
lua_pushstring( L, "MESSAGEMAN" );
this->PushSelf( L );
lua_settable( L, LUA_GLOBALSINDEX );
LUA->Release( L );
}
}
MessageManager::~MessageManager()
{
// Unregister with Lua.
LUA->UnsetGlobal( "MESSAGEMAN" );
}
void MessageManager::Subscribe( IMessageSubscriber* pSubscriber, const RString& sMessage )
@@ -304,16 +315,6 @@ public:
ADD_METHOD( Broadcast );
Luna<T>::Register( L );
// Add global singleton if constructed already. If it's not constructed yet,
// then we'll register it later when we reinit Lua just before
// initializing the display.
if( MESSAGEMAN )
{
lua_pushstring(L, "MESSAGEMAN");
MESSAGEMAN->PushSelf( L );
lua_settable(L, LUA_GLOBALSINDEX);
}
}
};
+13 -10
View File
@@ -7,6 +7,7 @@
#include "arch/arch_default.h"
#include "Foreach.h"
#include "Preference.h"
#include "LuaManager.h"
RageInput* INPUTMAN = NULL; // globally accessable input device
@@ -16,6 +17,15 @@ RageInput::RageInput()
{
LOG->Trace( "RageInput::RageInput()" );
// Register with Lua.
{
Lua *L = LUA->Get();
lua_pushstring( L, "INPUTMAN" );
INPUTMAN->PushSelf( L );
lua_settable( L, LUA_GLOBALSINDEX );
LUA->Release( L );
}
m_sDriverList = g_sInputDrivers;
if( m_sDriverList.empty() )
m_sDriverList = DEFAULT_INPUT_DRIVER_LIST;
@@ -28,6 +38,9 @@ RageInput::~RageInput()
/* Delete optional devices. */
for( unsigned i = 0; i < m_pDevices.size(); ++i )
delete m_pDevices[i];
// Unregister with Lua.
LUA->UnsetGlobal( "INPUTMAN" );
}
void RageInput::LoadDrivers()
@@ -189,16 +202,6 @@ public:
ADD_METHOD( GetDescriptions );
Luna<T>::Register( L );
// Add global singleton if constructed already. If it's not constructed yet,
// then we'll register it later when we reinit Lua just before
// initializing the display.
if( INPUTMAN )
{
lua_pushstring(L, "INPUTMAN");
INPUTMAN->PushSelf( L );
lua_settable(L, LUA_GLOBALSINDEX);
}
}
};
+15 -10
View File
@@ -50,11 +50,26 @@ LuaFunction( UnlockRewardTypeToLocalizedString, UnlockRewardTypeToLocalizedStrin
UnlockManager::UnlockManager()
{
// Register with Lua.
{
Lua *L = LUA->Get();
lua_pushstring( L, "UNLOCKMAN" );
this->PushSelf( L );
lua_settable( L, LUA_GLOBALSINDEX );
LUA->Release( L );
}
UNLOCKMAN = this;
Load();
}
UnlockManager::~UnlockManager()
{
// Unregister with Lua.
LUA->UnsetGlobal( "UNLOCKMAN" );
}
void UnlockManager::UnlockSong( const Song *song )
{
const UnlockEntry *p = FindSong( song );
@@ -750,16 +765,6 @@ public:
ADD_METHOD( GetStepsUnlockedByEntryID );
Luna<T>::Register( L );
// Add global singleton if constructed already. If it's not constructed yet,
// then we'll register it later when we reinit Lua just before
// initializing the display.
if( UNLOCKMAN )
{
lua_pushstring(L, "UNLOCKMAN");
UNLOCKMAN->PushSelf( L );
lua_settable(L, LUA_GLOBALSINDEX);
}
}
};
+1
View File
@@ -93,6 +93,7 @@ class UnlockManager
public:
UnlockManager();
~UnlockManager();
void Reload();
// returns # of points till next unlock - used for ScreenUnlock