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Revert "mem_fun -> mem_fn."

This reverts commit b7d32b0.

OSX C++ std library in charge of holding back progress (as usual).
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lioncash committed Jan 24, 2013
1 parent b7d32b0 commit fe7e691d77550195f71ae2b7af67c6395493908d
@@ -63,7 +63,7 @@ bool AOSound::Start()
{
memset(realtimeBuffer, 0, sizeof(realtimeBuffer));

thread = std::thread(std::mem_fn(&AOSound::SoundLoop), this);
thread = std::thread(std::mem_fun(&AOSound::SoundLoop), this);
return true;
}

@@ -135,7 +135,7 @@ bool DSound::Start()
dsBuffer->Lock(0, bufferSize, (void* *)&p1, &num1, 0, 0, DSBLOCK_ENTIREBUFFER);
memset(p1, 0, num1);
dsBuffer->Unlock(p1, num1, 0, 0);
thread = std::thread(std::mem_fn(&DSound::SoundLoop), this);
thread = std::thread(std::mem_fun(&DSound::SoundLoop), this);
return true;
}

@@ -15,8 +15,6 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/

#include <functional>

#include "aldlist.h"
#include "OpenALStream.h"
#include "DPL2Decoder.h"
@@ -54,7 +52,7 @@ bool OpenALStream::Start()
//period_size_in_millisec = 1000 / refresh;

alcMakeContextCurrent(pContext);
thread = std::thread(std::mem_fn(&OpenALStream::SoundLoop), this);
thread = std::thread(std::mem_fun(&OpenALStream::SoundLoop), this);
bReturn = true;
}
else
@@ -74,7 +72,7 @@ bool OpenALStream::Start()
PanicAlertT("OpenAL: can't find sound devices");
}

// Initialize DPL2 parameters
// Initialise DPL2 parameters
dpl2reset();

soundTouch.clear();
@@ -101,7 +101,7 @@ bool GeckoSockServer::GetAvailableSock(sf::SocketTCP &sock_to_fill)
recv_fifo = std::queue<u8>();
send_fifo = std::queue<u8>();
}
clientThread = std::thread(std::mem_fn(&GeckoSockServer::ClientThread), this);
clientThread = std::thread(std::mem_fun(&GeckoSockServer::ClientThread), this);
client_count++;
waiting_socks.pop();
sock_filled = true;
@@ -264,7 +264,7 @@ bool Wiimote::Connect()
// Set LEDs
SetLEDs(WIIMOTE_LED_1 << index);

m_wiimote_thread = std::thread(std::mem_fn(&Wiimote::ThreadFunc), this);
m_wiimote_thread = std::thread(std::mem_fun(&Wiimote::ThreadFunc), this);

// This isn't as drastic as it sounds, since the process in which the threads
// reside is normal priority. Needed for keeping audio reports at a decent rate
@@ -70,7 +70,7 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
is_connected = true;

m_selector.Add(m_socket);
m_thread = std::thread(std::mem_fn(&NetPlayClient::ThreadFunc), this);
m_thread = std::thread(std::mem_fun(&NetPlayClient::ThreadFunc), this);
}
}
else
@@ -38,7 +38,7 @@ NetPlayServer::NetPlayServer(const u16 port, const std::string& name, NetPlayUI*
is_connected = true;

m_selector.Add(m_socket);
m_thread = std::thread(std::mem_fn(&NetPlayServer::ThreadFunc), this);
m_thread = std::thread(std::mem_fun(&NetPlayServer::ThreadFunc), this);
}
else
is_connected = false;
@@ -134,7 +134,7 @@ UDPWiimote::UDPWiimote(const char *_port, const char * name, int _index) :
initBroadcastIPv6();

std::lock_guard<std::mutex> lk(d->termLock);
d->thread = std::thread(std::mem_fn(&UDPWiimote::mainThread), this);
d->thread = std::thread(std::mem_fun(&UDPWiimote::mainThread), this);

return;
}

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