Rewrite Ref<T> to behave like Godot again

pull/82/head
Marc Gilleron 2018-01-22 22:27:10 +01:00
parent e71ce19068
commit 3197c3dce3
2 changed files with 187 additions and 138 deletions

View File

@ -72,10 +72,15 @@ def generate_class_header(used_classes, c):
source.append("#include <core/CoreTypes.hpp>")
source.append("#include <core/Ref.hpp>")
class_name = strip_name(c["name"])
# Ref<T> is not included in object.h in Godot either,
# so don't include it here because it's not needed
if class_name != "Object":
source.append("#include <core/Ref.hpp>")
included = []
for used_class in used_classes:

View File

@ -3,156 +3,200 @@
#include "Variant.hpp"
#include "GodotGlobal.hpp"
#include "../Reference.hpp"
namespace godot {
template<class T>
// Replicates Godot's Ref<T> behavior
// Rewritten from f5234e70be7dec4930c2d5a0e829ff480d044b1d.
template <class T>
class Ref {
T *reference;
public:
inline bool operator==(const Ref<T> &r) const
{
return reference == r.reference;
}
T *reference = NULL;
inline bool operator!=(const Ref<T> &r) const
{
return reference != r.reference;
}
void ref(const Ref &p_from) {
inline T *operator->()
{
return reference;
}
if (p_from.reference == reference)
return;
inline T *operator*()
{
return reference;
}
inline T *ptr()
{
return reference;
}
inline const T *operator->() const
{
return reference;
}
inline const T *operator*() const
{
return reference;
}
inline const T *ptr() const
{
return reference;
}
void operator=(const Ref &from)
{
if (reference)
unref();
if (from.reference) {
reference = from.reference;
reference->reference();
} else {
reference = nullptr;
}
}
template<class T_Other>
void operator=(const Ref<T_Other> &from)
{
if (reference)
unref();
if (from.reference) {
reference = (T *) from.reference;
reference->reference();
} else {
reference = nullptr;
}
}
void operator=(const Variant &variant)
{
if (reference)
unref();
reference = (T *) (Object *) variant;
}
operator Variant() const
{
return Variant((Object *) reference);
}
template<class T_Other>
Ref(const Ref<T_Other> &from)
{
if (from.reference) {
reference = (T *) from.reference;
reference->reference();
} else {
reference = nullptr;
}
}
Ref(const Ref &from)
{
if (from.reference) {
reference = from.reference;
reference->reference();
} else {
reference = nullptr;
}
}
Ref(T *r)
{
reference = r;
}
template<class T_Other>
Ref(T_Other *r) : Ref((T *) r) {}
Ref(const Variant &variant)
{
reference = (T *) (Object *) variant;
}
inline bool is_valid() const { return reference != nullptr; }
inline bool is_null() const { return reference == nullptr; }
void unref()
{
if (reference && reference->unreference()) {
godot::api->godot_object_destroy((godot_object *) reference);
}
reference = nullptr;
}
void instance()
{
unref();
reference = new T;
reference = p_from.reference;
if (reference)
reference->reference();
}
Ref()
{
reference = nullptr;
void ref_pointer(T *p_ref) {
ERR_FAIL_COND(!p_ref);
if (p_ref->init_ref())
reference = p_ref;
}
~Ref()
{
public:
inline bool operator<(const Ref<T> &p_r) const {
return reference < p_r.reference;
}
inline bool operator==(const Ref<T> &p_r) const {
return reference == p_r.reference;
}
inline bool operator!=(const Ref<T> &p_r) const {
return reference != p_r.reference;
}
inline T *operator->() {
return reference;
}
inline T *operator*() {
return reference;
}
inline const T *operator->() const {
return reference;
}
inline const T *ptr() const {
return reference;
}
inline T *ptr() {
return reference;
}
inline const T *operator*() const {
return reference;
}
operator Variant() const {
// Note: the C API handles the cases where the object is a Reference,
// so the Variant will be correctly constructed with a RefPtr engine-side
return Variant((Object*)reference);
}
void operator=(const Ref &p_from) {
ref(p_from);
}
template <class T_Other>
void operator=(const Ref<T_Other> &p_from) {
// TODO We need a safe cast
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);
r.reference = (T*)refb;
ref(r);
r.reference = NULL;
}
void operator=(const Variant &p_variant) {
// TODO We need a safe cast
Reference *refb = (Reference *) (Object *) p_variant;
if (!refb) {
unref();
return;
}
Ref r;
// TODO We need a safe cast
//r.reference = Object::cast_to<T>(refb);
r.reference = (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;
// TODO We need a safe cast
Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
if (!refb) {
unref();
return;
}
Ref r;
// TODO We need a safe cast
//r.reference = Object::cast_to<T>(refb);
r.reference = (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) {
reference = NULL;
// TODO We need a safe cast
Reference *refb = (Reference *) (Object *) p_variant;
if (!refb) {
unref();
return;
}
Ref r;
// TODO We need a safe cast
//r.reference = Object::cast_to<T>(refb);
r.reference = (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);
delete reference;
}
reference = NULL;
}
void instance() {
//ref(memnew(T));
ref(new T);
}
Ref() {
reference = NULL;
}
~Ref() {
unref();
}
};