godot/core/reference.h
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00

377 lines
8.5 KiB
C++

/*************************************************************************/
/* reference.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef REFERENCE_H
#define REFERENCE_H
#include "class_db.h"
#include "object.h"
#include "ref_ptr.h"
#include "safe_refcount.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Reference : public Object {
GDCLASS(Reference, Object);
friend class RefBase;
SafeRefCount refcount;
SafeRefCount refcount_init;
protected:
static void _bind_methods();
public:
_FORCE_INLINE_ bool is_referenced() const { return refcount_init.get() < 1; }
bool init_ref();
bool reference(); // returns false if refcount is at zero and didn't get increased
bool unreference();
int reference_get_count() const;
Reference();
~Reference();
};
template <class T>
class Ref {
T *reference = NULL;
void ref(const Ref &p_from) {
if (p_from.reference == reference)
return;
unref();
reference = p_from.reference;
if (reference)
reference->reference();
}
void ref_pointer(T *p_ref) {
ERR_FAIL_COND(!p_ref);
if (p_ref->init_ref())
reference = p_ref;
}
//virtual Reference * get_reference() const { return reference; }
public:
_FORCE_INLINE_ bool operator<(const Ref<T> &p_r) const {
return reference < p_r.reference;
}
_FORCE_INLINE_ bool operator==(const Ref<T> &p_r) const {
return reference == p_r.reference;
}
_FORCE_INLINE_ bool operator!=(const Ref<T> &p_r) const {
return reference != p_r.reference;
}
_FORCE_INLINE_ T *operator->() {
return reference;
}
_FORCE_INLINE_ T *operator*() {
return reference;
}
_FORCE_INLINE_ const T *operator->() const {
return reference;
}
_FORCE_INLINE_ const T *ptr() const {
return reference;
}
_FORCE_INLINE_ T *ptr() {
return reference;
}
_FORCE_INLINE_ const T *operator*() const {
return reference;
}
RefPtr get_ref_ptr() const {
RefPtr refptr;
Ref<Reference> *irr = reinterpret_cast<Ref<Reference> *>(refptr.get_data());
*irr = *this;
return refptr;
};
operator Variant() const {
return Variant(get_ref_ptr());
}
void operator=(const Ref &p_from) {
ref(p_from);
}
template <class T_Other>
void operator=(const Ref<T_Other> &p_from) {
Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
if (!refb) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = NULL;
}
void operator=(const RefPtr &p_refptr) {
Ref<Reference> *irr = reinterpret_cast<Ref<Reference> *>(p_refptr.get_data());
Reference *refb = irr->ptr();
if (!refb) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = NULL;
}
void operator=(const Variant &p_variant) {
RefPtr refptr = p_variant;
Ref<Reference> *irr = reinterpret_cast<Ref<Reference> *>(refptr.get_data());
Reference *refb = irr->ptr();
if (!refb) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = NULL;
}
Ref(const Ref &p_from) {
reference = NULL;
ref(p_from);
}
template <class T_Other>
Ref(const Ref<T_Other> &p_from) {
reference = NULL;
Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
if (!refb) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = NULL;
}
Ref(T *p_reference) {
if (p_reference)
ref_pointer(p_reference);
else
reference = NULL;
}
Ref(const Variant &p_variant) {
RefPtr refptr = p_variant;
Ref<Reference> *irr = reinterpret_cast<Ref<Reference> *>(refptr.get_data());
reference = NULL;
Reference *refb = irr->ptr();
if (!refb) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = NULL;
}
Ref(const RefPtr &p_refptr) {
Ref<Reference> *irr = reinterpret_cast<Ref<Reference> *>(p_refptr.get_data());
reference = NULL;
Reference *refb = irr->ptr();
if (!refb) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = NULL;
}
inline bool is_valid() const { return reference != NULL; }
inline bool is_null() const { return reference == NULL; }
void unref() {
//TODO this should be moved to mutexes, since this engine does not really
// do a lot of referencing on references and stuff
// mutexes will avoid more crashes?
if (reference && reference->unreference()) {
memdelete(reference);
}
reference = NULL;
}
void instance() {
ref(memnew(T));
}
Ref() {
reference = NULL;
}
~Ref() {
unref();
}
};
typedef Ref<Reference> REF;
class WeakRef : public Reference {
GDCLASS(WeakRef, Reference);
ObjectID ref;
protected:
static void _bind_methods();
public:
Variant get_ref() const;
void set_obj(Object *p_object);
void set_ref(const REF &p_ref);
WeakRef();
};
#ifdef PTRCALL_ENABLED
template <class T>
struct PtrToArg<Ref<T> > {
_FORCE_INLINE_ static Ref<T> convert(const void *p_ptr) {
return Ref<T>(const_cast<T *>(reinterpret_cast<const T *>(p_ptr)));
}
_FORCE_INLINE_ static void encode(Ref<T> p_val, const void *p_ptr) {
*(Ref<Reference> *)p_ptr = p_val;
}
};
template <class T>
struct PtrToArg<const Ref<T> &> {
_FORCE_INLINE_ static Ref<T> convert(const void *p_ptr) {
return Ref<T>((T *)p_ptr);
}
};
//this is for RefPtr
template <>
struct PtrToArg<RefPtr> {
_FORCE_INLINE_ static RefPtr convert(const void *p_ptr) {
return Ref<Reference>(const_cast<Reference *>(reinterpret_cast<const Reference *>(p_ptr))).get_ref_ptr();
}
_FORCE_INLINE_ static void encode(RefPtr p_val, const void *p_ptr) {
Ref<Reference> r = p_val;
*(Ref<Reference> *)p_ptr = r;
}
};
template <>
struct PtrToArg<const RefPtr &> {
_FORCE_INLINE_ static RefPtr convert(const void *p_ptr) {
return Ref<Reference>(const_cast<Reference *>(reinterpret_cast<const Reference *>(p_ptr))).get_ref_ptr();
}
};
#endif // PTRCALL_ENABLED
#ifdef DEBUG_METHODS_ENABLED
template <class T>
struct GetTypeInfo<Ref<T> > {
enum { VARIANT_TYPE = Variant::OBJECT };
static inline PropertyInfo get_class_info() {
return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static());
}
};
template <class T>
struct GetTypeInfo<const Ref<T> &> {
enum { VARIANT_TYPE = Variant::OBJECT };
static inline PropertyInfo get_class_info() {
return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static());
}
};
#endif // DEBUG_METHODS_ENABLED
#endif // REFERENCE_H