智能指针与SDL [英] Smart pointers with SDL

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本文介绍了智能指针与SDL的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

对于我的游戏,我应该使用一个原始指针创建 SDL_Window SDL_Renderer

  SDL_DestroyTexture(texture); 

或者我应该在创建 unique_ptr

解决方案 shared_ptr / div>

你可以创建一个函数,它有几个重载的 operator()实现,每一个都为相应的参数类型调用正确的destroy函数。 >

  struct sdl_deleter 
{
void operator()(SDL_Window * p)const {SDL_DestroyWindow(p); }
void operator()(SDL_Renderer * p)const {SDL_DestroyRenderer(p); }
void operator()(SDL_Texture * p)const {SDL_DestroyTexture(p); }
};

将此作为删除程序传递给 unique_ptr ,你可以写封装函数,如果你想创建 unique_ptr s

  unique_ptr< SDL_Window,sdl_deleter> 
create_window(char const * title,int x,int y,int w,int h,Uint32 flags)
{
return unique_ptr< SDL_Window,sdl_deleter>(
SDL_CreateWindow ,x,y,w,h,flags),
sdl_deleter());
}


For my game should I use a raw pointer to create SDL_Window, SDL_Renderer, SDL_Texture etc. as they have specific delete functions

SDL_DestroyTexture(texture); 

or should I add a custom deleter when I create a unique_ptr or shared_ptr and if so how would I do this with SDL types?

解决方案

You could create a functor that has several overloaded operator() implementations, each of which call the correct destroy function for the respective argument type.

struct sdl_deleter
{
  void operator()(SDL_Window *p) const { SDL_DestroyWindow(p); }
  void operator()(SDL_Renderer *p) const { SDL_DestroyRenderer(p); }
  void operator()(SDL_Texture *p) const { SDL_DestroyTexture(p); }
};

Pass this as the deleter to a unique_ptr, and you could write wrapper functions if you wanted to, to create the unique_ptrs

unique_ptr<SDL_Window, sdl_deleter>
create_window(char const *title, int x, int y, int w, int h, Uint32 flags)
{
    return unique_ptr<SDL_Window, sdl_deleter>(
             SDL_CreateWindow(title, x, y, w, h, flags), 
             sdl_deleter());
}

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