Eliminate some trampoline functions.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7015 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2011-01-31 08:19:27 +00:00
parent 67a4ac0bf6
commit 1de40588ac
20 changed files with 38 additions and 73 deletions

View File

@ -38,11 +38,6 @@ extern CFrame* main_frame;
DEFINE_EVENT_TYPE(wxEVT_THREAD)
void NetPlayThreadFunc(NetPlay* np)
{
np->Entry();
}
// called from ---GUI--- thread
NetPlay::NetPlay()
: m_is_running(false), m_do_loop(true)

View File

@ -10,6 +10,7 @@
#include "GCPadStatus.h"
#include <functional>
#include <map>
#include <queue>
#include <sstream>
@ -94,7 +95,7 @@ class NetPlay
public:
NetPlay();
virtual ~NetPlay();
virtual void Entry() = 0;
//virtual void ThreadFunc() = 0;
bool is_connected;
@ -163,15 +164,13 @@ private:
};
void NetPlayThreadFunc(NetPlay* arg);
void NetPlay_Enable(NetPlay* const np);
void NetPlay_Disable();
class NetPlayServer : public NetPlay
{
public:
void Entry();
void ThreadFunc();
NetPlayServer(const u16 port, const std::string& name, NetPlayDiag* const npd = NULL, const std::string& game = "");
~NetPlayServer();
@ -220,7 +219,7 @@ private:
class NetPlayClient : public NetPlay
{
public:
void Entry();
void ThreadFunc();
NetPlayClient(const std::string& address, const u16 port, const std::string& name, NetPlayDiag* const npd = NULL);
~NetPlayClient();

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@ -72,7 +72,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, const s
is_connected = true;
m_selector.Add(m_socket);
m_thread = std::thread(NetPlayThreadFunc, this);
m_thread = std::thread(std::mem_fun(&NetPlayClient::ThreadFunc), this);
}
}
else
@ -237,7 +237,7 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
}
// called from ---NETPLAY--- thread
void NetPlayClient::Entry()
void NetPlayClient::ThreadFunc()
{
while (m_do_loop)
{

View File

@ -40,14 +40,14 @@ NetPlayServer::NetPlayServer(const u16 port, const std::string& name, NetPlayDia
is_connected = true;
m_selector.Add(m_socket);
m_thread = std::thread(NetPlayThreadFunc, this);
m_thread = std::thread(std::mem_fun(&NetPlayServer::ThreadFunc), this);
}
else
is_connected = false;
}
// called from ---NETPLAY--- thread
void NetPlayServer::Entry()
void NetPlayServer::ThreadFunc()
{
while (m_do_loop)
{