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) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 GODOT_CPP_REF_HPP
#define GODOT_CPP_REF_HPP
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#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/classes/object.hpp>
#include <godot_cpp/classes/ref_counted.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 <class 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_COND(!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->() {
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return reference;
}
_FORCE_INLINE_ T *operator*() {
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return reference;
}
_FORCE_INLINE_ const T *operator->() const {
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return reference;
}
_FORCE_INLINE_ const T *ptr() const {
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return reference;
}
_FORCE_INLINE_ T *ptr() {
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return reference;
}
_FORCE_INLINE_ const T *operator*() 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 <class 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;
}
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) {
// FIXME
// Object *object = p_variant.get_validated_object();
// if (object == reference) {
// return;
// }
// unref();
// if (!object) {
// return;
// }
// T *r = Object::cast_to<T>(object);
// if (r && r->reference()) {
// reference = r;
// }
}
template <class 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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}
Ref(T *p_reference) {
if (p_reference) {
ref_pointer(p_reference);
}
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}
Ref(const Variant &p_variant) {
// FIXME
// Object *object = p_variant.get_validated_object();
// if (!object) {
// return;
// }
// 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> ___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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};
} // namespace godot
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#endif // ! GODOT_CPP_REF_HPP