/*************************************************************************/ /* 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 REF_H #define REF_H #include "GodotGlobal.hpp" #include "Reference.hpp" #include "Variant.hpp" namespace godot { // Replicates Godot's Ref behavior // Rewritten from f5234e70be7dec4930c2d5a0e829ff480d044b1d. template class Ref { // TODO For this nice check to work, each class must actually #include Reference classes mentionned in its methods, // which might be annoying for coders who prefer to forward-declare to reduce compile times // static_assert(std::is_base_of::value, // "Ref can only be used with classes deriving from Reference"); 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 == nullptr); if (p_ref->init_ref()) reference = p_ref; } public: inline bool operator<(const Ref &p_r) const { return reference < p_r.reference; } inline bool operator==(const Ref &p_r) const { return reference == p_r.reference; } inline bool operator!=(const Ref &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 void operator=(const Ref &p_from) { Reference *refb = const_cast(static_cast(p_from.ptr())); if (refb == nullptr) { unref(); return; } Ref r; r.reference = Object::cast_to(refb); ref(r); r.reference = nullptr; } void operator=(const Variant &p_variant) { Object *refb = T::___get_from_variant(p_variant); if (refb == nullptr) { unref(); return; } Ref r; r.reference = Object::cast_to(refb); ref(r); r.reference = nullptr; } Ref(const Ref &p_from) { reference = nullptr; ref(p_from); } template Ref(const Ref &p_from) { reference = nullptr; Reference *refb = const_cast(static_cast(p_from.ptr())); if (refb == nullptr) { unref(); return; } Ref r; r.reference = Object::cast_to(refb); ref(r); r.reference = nullptr; } Ref(T *p_reference) { if (p_reference) ref_pointer(p_reference); else reference = nullptr; } Ref(const Variant &p_variant) { reference = nullptr; Object *refb = T::___get_from_variant(p_variant); if (refb == nullptr) { unref(); return; } Ref r; r.reference = Object::cast_to(refb); ref(r); r.reference = nullptr; } inline bool is_valid() const { return reference != nullptr; } inline bool is_null() const { return reference == nullptr; } 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->free(); } reference = nullptr; } void instance() { //ref(memnew(T)); ref(T::_new()); } Ref() { reference = nullptr; } ~Ref() { unref(); } // Used exclusively in the bindings to recreate the Ref Godot encapsulates in return values, // without adding to the refcount. inline static Ref __internal_constructor(Object *obj) { Ref r; r.reference = (T *)obj; return r; } }; } // namespace godot #endif