id_allocator &operator=(id_allocator const &);
id_allocator &operator=(id_allocator &&) = delete;
- // Allocate a new ID
- unsigned operator()(std::string const &name) {
+ // Insert and return a new ID
+ unsigned generate_id(std::string const &name) {
unsigned sid = this->next++;
this->surfaces[sid] = name;
// this->pending_surfaces.insert({sid});
}
// Lookup by ID or by name
- optional<unsigned> operator[](std::string const &name) {
+ optional<unsigned> lookup(std::string const &name) const {
auto i = this->names.find(name);
return i == this->names.end() ? nullopt : optional<unsigned>(i->second);
}
- optional<std::string> operator[](unsigned id) {
+ optional<std::string> lookup(unsigned id) const {
auto i = this->surfaces.find(id);
return i == this->surfaces.end() ? nullopt
: optional<std::string>(i->second);
}
+
+ // Remove a surface id and name
+ // I don't think I will need this, do I?
+ void remove_id(std::string const &name) {
+ auto i = this->names.find(name);
+ if (i != this->names.end()) {
+ this->surfaces.erase(i->second);
+ this->names.erase(i);
+ }
+ }
+
+ void remove_id(unsigned id) {
+ auto i = this->surfaces.find(id);
+ if (i != this->surfaces.end()) {
+ this->names.erase(i->second);
+ this->surfaces.erase(i);
+ }
+ }
};
struct App {
result<int> request_surface(char const *drawing_name);
// Activate (i.e. make visible, if allowed!) a surface
- char const *activate_surface(char const *drawng_name);
+ char const *activate_surface(char const *drawing_name);
// add tasks, executed after dispatch_events()
void add_task(char const *name, std::function<void()> &&f);