#ifndef REF_H #define REF_H #include "Variant.hpp" #include "GodotGlobal.hpp" namespace godot { class Reference; class Object; // Replicates Godot's Ref behavior // Rewritten from f5234e70be7dec4930c2d5a0e829ff480d044b1d. template 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; } 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) { // TODO We need a safe cast Reference *refb = const_cast(static_cast(p_from.ptr())); if (!refb) { unref(); return; } Ref r; //r.reference = Object::cast_to(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(refb); r.reference = (T *)refb; ref(r); r.reference = NULL; } Ref(const Ref &p_from) { reference = NULL; ref(p_from); } template Ref(const Ref &p_from) { reference = NULL; // TODO We need a safe cast Reference *refb = const_cast(static_cast(p_from.ptr())); if (!refb) { unref(); return; } Ref r; // TODO We need a safe cast //r.reference = Object::cast_to(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(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(); } // 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; } }; } #endif