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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\boost_1_35_0\boost\pending\property.hpp
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// (C) Copyright Jeremy Siek 2004 // Distributed under the Boost Software License, Version 1.0. (See // accompanying file LICENSE_1_0.txt or copy at // http://www.boost.org/LICENSE_1_0.txt) #ifndef BOOST_PROPERTY_HPP #define BOOST_PROPERTY_HPP #include
namespace boost { struct no_property { typedef no_property tag_type; typedef no_property next_type; typedef no_property value_type; enum { num = 0 }; typedef void kind; }; template
struct property : public Base { typedef Base next_type; typedef Tag tag_type; typedef T value_type; #if BOOST_WORKAROUND (__GNUC__, < 3) property() { } #else property() : m_value() { } #endif property(const T& v) : m_value(v) { } property(const T& v, const Base& b) : Base(b), m_value(v) { } // copy constructor and assignment operator will be generated by compiler T m_value; }; // The BGL properties specialize property_kind and // property_num, and use enum's for the Property type (see // graph/properties.hpp), but the user may want to use a class // instead with a nested kind type and num. Also, we may want to // switch BGL back to using class types for properties at some point. template
struct property_kind { typedef typename PropertyTag::kind type; }; template
struct has_property { BOOST_STATIC_CONSTANT(bool, value = true); typedef true_type type; }; template <> struct has_property
{ BOOST_STATIC_CONSTANT(bool, value = false); typedef false_type type; }; } // namespace boost #include
namespace boost { template
struct property_value { #if !defined BOOST_NO_TEMPLATE_PARTIAL_SPECIALIZATION typedef typename detail::build_property_tag_value_alist
::type AList; typedef typename detail::extract_value
::type type; #else typedef typename detail::build_property_tag_value_alist
::type AList; typedef typename detail::ev_selector
::type Extractor; typedef typename Extractor::template bind_
::type type; #endif }; template
inline typename property_value
, Tag2>::type& get_property_value(property
& p, Tag2 tag2) { BOOST_STATIC_CONSTANT(bool, match = (detail::same_property
::value)); typedef property
Prop; typedef typename property_value
::type T2; T2* t2 = 0; typedef detail::property_value_dispatch
Dispatcher; return Dispatcher::get_value(p, t2, tag2); } template
inline const typename property_value
, Tag2>::type& get_property_value(const property
& p, Tag2 tag2) { BOOST_STATIC_CONSTANT(bool, match = (detail::same_property
::value)); typedef property
Prop; typedef typename property_value
::type T2; T2* t2 = 0; typedef detail::property_value_dispatch
Dispatcher; return Dispatcher::const_get_value(p, t2, tag2); } namespace detail { #if !defined(BOOST_NO_TEMPLATE_PARTIAL_SPECIALIZATION) template
struct retag_property_list { typedef property
type; typedef FinalType retagged; }; template
struct retag_property_list
> { private: typedef retag_property_list
next; public: typedef property
type; typedef typename next::retagged retagged; }; template
struct retag_property_list
{ typedef no_property type; typedef no_property retagged; }; #endif } } // namesapce boost #endif /* BOOST_PROPERTY_HPP */
property.hpp
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