/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Observable.h" void ObservableScopedConnections::Add(const ObservableConnection& conn) { // Clean up any disconnected connections that might be left in here m_Conns.erase( std::remove_if(m_Conns.begin(), m_Conns.end(), std::not_fn(std::mem_fn(&ObservableConnection::connected))), m_Conns.end() ); // Add the new connection m_Conns.push_back(conn); } ObservableScopedConnections::~ObservableScopedConnections() { // Disconnect all connections that we hold for_each(m_Conns.begin(), m_Conns.end(), std::mem_fn(&ObservableConnection::disconnect)); }