A repository that sets up a C++ Project with the olcPixelGameEngine already loaded.
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#define OLC_PGE_APPLICATION
#include "pixelGameEngine.h"
#include <memory>
using namespace olc;
struct myStruct{
std::string name="";
int level=1;
};
std::vector<std::weak_ptr<myStruct>> vals;
void AddVal(std::weak_ptr<myStruct>newVal) {
auto findVal=std::find_if(vals.begin(),vals.end(),
[&newVal](std::weak_ptr<myStruct>&val)
{
return val.lock()->name==newVal.lock()->name;
}
);
if (findVal!=vals.end()) {
std::cout<<"Value "<<newVal.lock()->name<<" already exists."<<std::endl;
findVal->lock()->level++;
std::cout<<findVal->lock()->name+" is now level "<<findVal->lock()->level<<std::endl;
} else {
std::cout<<"Value "<<newVal.lock()->name<<" does not exist."<<std::endl;
vals.push_back(newVal);
std::cout<<newVal.lock()->name+" is now level "<<vals[vals.size()-1].lock()->level<<std::endl;
}
}
int main() {
std::shared_ptr<myStruct> myPtr1=std::make_shared<myStruct>();
std::shared_ptr<myStruct> myPtr2=std::make_shared<myStruct>();
std::shared_ptr<myStruct> myPtr3=std::make_shared<myStruct>();
std::shared_ptr<myStruct> myPtr4=std::make_shared<myStruct>();
std::weak_ptr<myStruct> refPtr1=myPtr1;
std::weak_ptr<myStruct> refPtr2=myPtr2;
std::weak_ptr<myStruct> refPtr3=myPtr3;
std::weak_ptr<myStruct> refPtr4=myPtr2;
refPtr1.lock()->name="Test Upgrade 1";
refPtr2.lock()->name="Test Upgrade 2";
refPtr3.lock()->name="Test Upgrade 3";
std::cout<<(refPtr2.lock()==refPtr4.lock())<<std::endl;
AddVal(refPtr1);
AddVal(refPtr2);
AddVal(refPtr3);
AddVal(refPtr4);
}