godot-cpp/include/core/Ref.hpp

215 lines
3.8 KiB
C++

#ifndef REF_H
#define REF_H
#include "GodotGlobal.hpp"
#include "Reference.hpp"
#include "Variant.hpp"
namespace godot {
// Replicates Godot's Ref<T> behavior
// Rewritten from f5234e70be7dec4930c2d5a0e829ff480d044b1d.
template <class T>
class Ref {
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;
}
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 = nullptr;
}
void operator=(const Variant &p_variant) {
// TODO We need a safe cast
Reference *refb = (Reference *)T::___get_from_variant(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 = nullptr;
}
Ref(const Ref &p_from) {
reference = nullptr;
ref(p_from);
}
template <class T_Other>
Ref(const Ref<T_Other> &p_from) {
reference = nullptr;
// 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 = nullptr;
}
Ref(T *p_reference) {
if (p_reference)
ref_pointer(p_reference);
else
reference = nullptr;
}
Ref(const Variant &p_variant) {
reference = nullptr;
// TODO We need a safe cast
Reference *refb = (Reference *)T::___get_from_variant(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 = 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<T> __internal_constructor(Object *obj) {
Ref<T> r;
r.reference = (T *)obj;
return r;
}
};
} // namespace godot
#endif