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/******************************************************************************
* Copyright (C) Leap Motion, Inc. 2011-2018. *
* Leap Motion proprietary and confidential. *
* *
* Use subject to the terms of the Leap Motion SDK Agreement available at *
* https://developer.leapmotion.com/sdk_agreement, or another agreement *
* between Leap Motion and you, your company or other organization. *
******************************************************************************/
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Leap.Unity {
/// <summary>
/// Implement this interface to recieve a callback whenever your object is
/// spawned from a pool.
/// </summary>
public interface IPoolable {
void OnSpawn();
void OnRecycle();
}
/// <summary>
/// A very lightweight pool implementation. When you call Spawn, an object
/// of type T will be returned. If the pool was not empty, the T will be
/// taken from the pool. If the pool was empty, a new T will be constructed
/// and returned instead. Calling recycle will return a T to the pool.
///
/// It is not required to implement the IPoolable interface to use the Pool
/// class, which allows you to pool types such as List or Dictionary, types
/// which you have no control over. But make sure that you clean up these
/// objects before you recycle them!
/// </summary>
/// <example>
/// Example workflow for types you DO NOT have control over:
/// <code>
/// // <![CDATA[" // (XML fix for Visual Studio)
///
/// var obj = Pool<T>.Spawn();
/// obj.Init(stuff);
///
/// //Do something with obj
///
/// obj.Clear();
/// Pool<T>.Recycle(obj);
///
/// // "]]> // (Close XML fix for Visual Studio)
/// </code>
/// </example>
/// <example>
/// Example workflow for types you DO have control over:
/// <code>
/// // <![CDATA[" // (XML fix for Visual Studio)
///
/// var obj = Pool<T>.Spawn();
/// obj.Init(stuff);
///
/// // Do something with obj
///
/// obj.Dispose(); // e.g. call Recycle(this) in the Dispose() implementation
///
/// // "]]> // (Close XML fix for Visual Studio)
/// </code>
/// </example>
public static class Pool<T> where T : new() {
[ThreadStatic]
private static Stack<T> _pool = new Stack<T>();
public static T Spawn() {
if (_pool == null) _pool = new Stack<T>();
T value;
if (_pool.Count > 0) {
value = _pool.Pop();
} else {
value = new T();
}
if (value is IPoolable) {
(value as IPoolable).OnSpawn();
}
return value;
}
public static void Recycle(T t) {
if (t == null) {
Debug.LogError("Cannot recycle a null object.");
return;
}
if (t is IPoolable) {
(t as IPoolable).OnRecycle();
}
_pool.Push(t);
}
}
}