/*! * @file signalhandler.h * Defines game rules for this game */ #ifndef _SIGNAL_HANDLER_H #define _SIGNAL_HANDLER_H #include #include typedef int (*SignalCallback)( void * someData ); #ifndef __WIN32__ #include struct SignalRec { int signal; sig_t handler; }; struct SignalCallbackRec { SignalCallback cb; void * someData; }; typedef std::list SignalRecList; typedef std::list SignalCallbackList; class SignalHandler { private: SignalHandler(); public: inline static SignalHandler* getInstance() { if (!SignalHandler::singletonRef) SignalHandler::singletonRef = new SignalHandler(); return SignalHandler::singletonRef; } ~SignalHandler(){ SignalHandler::singletonRef = NULL; } void registerCallback( SignalCallback cb, void * someData ); void doCatch( const std::string & appName, const std::string & fileName ); void dontCatch(); private: static void sigHandler( int sig ); void catchSignal( int sig ); SignalRecList sigRecList; SignalCallbackList callbackList; static SignalHandler * singletonRef; std::string appName; std::string fileName; }; #else /* if defined __WIN32__ */ class SignalHandler { public: inline static SignalHandler* getInstance() { if (!SignalHandler::singletonRef) SignalHandler::singletonRef = new SignalHandler(); return SignalHandler::singletonRef; }; void doCatch( std::string appName ) {}; void dontCatch() {}; void registerCallback( SignalCallback cb, void * someData ) {}; private: static SignalHandler * singletonRef; }; #endif #endif /* _SIGNAL_HANDLER_H */