godot-cpp/include/godot_cpp/classes/ref.hpp

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/**************************************************************************/
/* ref.hpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 GODOT_REF_HPP
#define GODOT_REF_HPP
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Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Update binding_generator.py update to also take missing classes/structs Update binding_generator.py Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Add support for build profiles. Allow enabling or disabling specific classes (which will not be built). Allow forwarding from `ClassDB` to `ClassDBSingleton` to support enumerations update to also take missing classes/structs Update binding_generator.py update update naming of files add godot mappings. update and run output_header_mapping.json Update README.md make godot_compat work without a file generated fix the test Update binding_generator.py Update binding_generator.py Update binding_generator.py use files from include too Update README.md lint lint lint Update CMakeLists.txt update to use all. fix linting a bit update wip fix posix path Update CMakeLists.txt Update binding_generator.py add using namespace godot; everywhere to includes fix includes Try fixes. generate new include files 123 Update binding_generator.py Update binding_generator.py Update binding_generator.py Update binding_generator.py update fix GODOT_MODULE_COMPAT fix manual includes to match. Update godot.hpp Update color_names.inc.hpp
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#ifdef GODOT_MODULE
#include "core/object/ref_counted.h"
#else
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/classes/object.hpp>
#include <godot_cpp/classes/ref_counted.hpp>
#include <godot_cpp/core/binder_common.hpp>
#include <godot_cpp/core/memory.hpp>
#include <godot_cpp/variant/variant.hpp>
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namespace godot {
// Helper class for RefCounted objects, same as Godot one.
class RefCounted;
template <typename T>
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class Ref {
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T *reference = nullptr;
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_NULL(p_ref);
if (p_ref->init_ref()) {
reference = p_ref;
}
}
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public:
_FORCE_INLINE_ bool operator==(const T *p_ptr) const {
return reference == p_ptr;
}
_FORCE_INLINE_ bool operator!=(const T *p_ptr) const {
return reference != p_ptr;
}
_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*() const {
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return reference;
}
_FORCE_INLINE_ T *operator->() const {
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return reference;
}
_FORCE_INLINE_ T *ptr() const {
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return reference;
}
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operator Variant() const {
return Variant(reference);
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}
void operator=(const Ref &p_from) {
ref(p_from);
}
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template <typename T_Other>
void operator=(const Ref<T_Other> &p_from) {
RefCounted *refb = const_cast<RefCounted *>(static_cast<const RefCounted *>(p_from.ptr()));
if (!refb) {
unref();
return;
}
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Ref r;
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r.reference = Object::cast_to<T>(refb);
ref(r);
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r.reference = nullptr;
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}
void operator=(const Variant &p_variant) {
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// Needs testing, Variant has a cast to Object * here.
// Object *object = p_variant.get_validated_object();
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Object *object = p_variant;
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if (object == reference) {
return;
}
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unref();
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if (!object) {
return;
}
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T *r = Object::cast_to<T>(object);
if (r && r->reference()) {
reference = r;
}
}
template <typename T_Other>
void reference_ptr(T_Other *p_ptr) {
if (reference == p_ptr) {
return;
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}
unref();
T *r = Object::cast_to<T>(p_ptr);
if (r) {
ref_pointer(r);
}
}
Ref(const Ref &p_from) {
ref(p_from);
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}
template <typename T_Other>
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Ref(const Ref<T_Other> &p_from) {
RefCounted *refb = const_cast<RefCounted *>(static_cast<const RefCounted *>(p_from.ptr()));
if (!refb) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = nullptr;
}
Ref(T *p_reference) {
if (p_reference) {
ref_pointer(p_reference);
}
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}
Ref(const Variant &p_variant) {
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// Needs testing, Variant has a cast to Object * here.
// Object *object = p_variant.get_validated_object();
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Object *object = p_variant;
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if (!object) {
return;
}
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T *r = Object::cast_to<T>(object);
if (r && r->reference()) {
reference = r;
}
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}
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inline bool is_valid() const { return reference != nullptr; }
inline bool is_null() const { return reference == nullptr; }
void unref() {
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if (reference && reference->unreference()) {
memdelete(reference);
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}
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reference = nullptr;
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}
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void instantiate() {
ref(memnew(T()));
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}
Ref() {}
~Ref() {
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unref();
}
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// Used exclusively in the bindings to recreate the Ref Godot encapsulates in return values,
// without adding to the refcount.
inline static Ref<T> _gde_internal_constructor(Object *obj) {
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Ref<T> r;
r.reference = (T *)obj;
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return r;
}
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};
template <typename T>
struct PtrToArg<Ref<T>> {
_FORCE_INLINE_ static Ref<T> convert(const void *p_ptr) {
GDExtensionRefPtr ref = (GDExtensionRefPtr)p_ptr;
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ERR_FAIL_NULL_V(p_ptr, Ref<T>());
return Ref<T>(reinterpret_cast<T *>(godot::internal::get_object_instance_binding(godot::internal::gdextension_interface_ref_get_object(ref))));
}
typedef Ref<T> EncodeT;
_FORCE_INLINE_ static void encode(Ref<T> p_val, void *p_ptr) {
GDExtensionRefPtr ref = (GDExtensionRefPtr)p_ptr;
ERR_FAIL_NULL(ref);
// This code assumes that p_ptr points to an unset Ref<T> variable on the Godot side
// so we only set it if we have an object to set.
if (p_val.is_valid()) {
godot::internal::gdextension_interface_ref_set_object(ref, p_val->_owner);
}
}
};
template <typename T>
struct PtrToArg<const Ref<T> &> {
typedef Ref<T> EncodeT;
_FORCE_INLINE_ static Ref<T> convert(const void *p_ptr) {
GDExtensionRefPtr ref = const_cast<GDExtensionRefPtr>(p_ptr);
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ERR_FAIL_NULL_V(p_ptr, Ref<T>());
return Ref<T>(reinterpret_cast<T *>(godot::internal::get_object_instance_binding(godot::internal::gdextension_interface_ref_get_object(ref))));
}
};
template <typename T>
struct GetTypeInfo<Ref<T>, typename EnableIf<TypeInherits<RefCounted, T>::value>::type> {
static constexpr GDExtensionVariantType VARIANT_TYPE = GDEXTENSION_VARIANT_TYPE_OBJECT;
static constexpr GDExtensionClassMethodArgumentMetadata METADATA = GDEXTENSION_METHOD_ARGUMENT_METADATA_NONE;
static inline PropertyInfo get_class_info() {
return make_property_info(Variant::Type::OBJECT, "", PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static());
}
};
template <typename T>
struct GetTypeInfo<const Ref<T> &, typename EnableIf<TypeInherits<RefCounted, T>::value>::type> {
static constexpr GDExtensionVariantType VARIANT_TYPE = GDEXTENSION_VARIANT_TYPE_OBJECT;
static constexpr GDExtensionClassMethodArgumentMetadata METADATA = GDEXTENSION_METHOD_ARGUMENT_METADATA_NONE;
static inline PropertyInfo get_class_info() {
return make_property_info(Variant::Type::OBJECT, "", PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static());
}
};
} // namespace godot
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Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Update binding_generator.py update to also take missing classes/structs Update binding_generator.py Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Add support for build profiles. Allow enabling or disabling specific classes (which will not be built). Allow forwarding from `ClassDB` to `ClassDBSingleton` to support enumerations update to also take missing classes/structs Update binding_generator.py update update naming of files add godot mappings. update and run output_header_mapping.json Update README.md make godot_compat work without a file generated fix the test Update binding_generator.py Update binding_generator.py Update binding_generator.py use files from include too Update README.md lint lint lint Update CMakeLists.txt update to use all. fix linting a bit update wip fix posix path Update CMakeLists.txt Update binding_generator.py add using namespace godot; everywhere to includes fix includes Try fixes. generate new include files 123 Update binding_generator.py Update binding_generator.py Update binding_generator.py Update binding_generator.py update fix GODOT_MODULE_COMPAT fix manual includes to match. Update godot.hpp Update color_names.inc.hpp
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#endif
#endif // GODOT_REF_HPP