godot-cpp/include/core/Ref.hpp

188 lines
2.5 KiB
C++

#ifndef REF_H
#define REF_H
#if defined(_WIN32)
# ifdef _GD_CPP_CORE_API_IMPL
# define GD_CPP_CORE_API __declspec(dllexport)
# else
# define GD_CPP_CORE_API __declspec(dllimport)
# endif
#else
# define GD_CPP_CORE_API
#endif
#include "Variant.hpp"
namespace godot {
template<class T>
class Ref {
T *reference;
void ref(const Ref &from)
{
if (from.reference == reference) return;
unref();
reference = from.reference;
if (reference) reference->reference();
}
void ref_pointer(T *r)
{
if (!r) return;
if (r->init_ref()) reference = r;
}
public:
inline bool operator==(const Ref<T> &r) const
{
return reference == r.reference;
}
inline bool operator!=(const Ref<T> &r) const
{
return reference != r.reference;
}
inline T *operator->()
{
return reference;
}
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)
{
ref(from);
}
template<class T_Other>
void operator=(const Ref<T_Other> &from)
{
Ref<T> n((T *) from.ptr());
ref(n);
}
void operator=(const Variant &variant)
{
T *r = (T *) (Object *) variant;
if (!r) {
unref();
return;
}
Ref re;
re.reference = r;
ref(re);
re.reference = nullptr;
}
operator Variant() const
{
return Variant((Object *) reference);
}
template<class T_Other>
Ref(const Ref<T_Other> &from)
{
if (from.ptr())
ref_pointer((T *) from.ptr());
else
reference = nullptr;
}
Ref(const Ref &from)
{
reference = nullptr;
ref(from);
}
Ref(T *r)
{
r->reference();
reference = r;
}
template<class T_Other>
Ref(T_Other *r) : Ref((T *) r) {}
Ref(const Variant &variant)
{
reference = nullptr;
T *r = (T *) (Object *) variant;
if (!r) {
unref();
return;
}
Ref re;
re.reference = r;
ref(re);
re.reference = nullptr;
}
template<class T_Other>
static Ref<T> __internal_constructor(T_Other *r)
{
Ref<T> ref;
ref.reference = (T *) r;
return ref;
}
inline bool is_valid() const { return reference != nullptr; }
inline bool is_null() const { return reference == nullptr; }
void unref()
{
if (reference && reference->unreference()) {
godot_object_destroy((godot_object *) reference);
}
reference = nullptr;
}
Ref()
{
reference = nullptr;
}
~Ref()
{
unref();
}
};
}
#endif