Ryujinx/Ryujinx.Common/ReactiveObject.cs

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C#
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using System;
using System.Threading;
namespace Ryujinx.Common
{
public class ReactiveObject<T>
{
private ReaderWriterLock _readerWriterLock = new ReaderWriterLock();
private bool _isInitialized = false;
private T _value;
public event EventHandler<ReactiveEventArgs<T>> Event;
public T Value
{
get
{
_readerWriterLock.AcquireReaderLock(Timeout.Infinite);
T value = _value;
_readerWriterLock.ReleaseReaderLock();
return value;
}
set
{
_readerWriterLock.AcquireWriterLock(Timeout.Infinite);
T oldValue = _value;
bool oldIsInitialized = _isInitialized;
_isInitialized = true;
_value = value;
_readerWriterLock.ReleaseWriterLock();
if (!oldIsInitialized || oldValue == null || !oldValue.Equals(_value))
{
Event?.Invoke(this, new ReactiveEventArgs<T>(oldValue, value));
}
}
}
public static implicit operator T(ReactiveObject<T> obj)
{
return obj.Value;
}
}
public class ReactiveEventArgs<T>
{
public T OldValue { get; }
public T NewValue { get; }
public ReactiveEventArgs(T oldValue, T newValue)
{
OldValue = oldValue;
NewValue = newValue;
}
}
}