/*************************************************************************/ /* reference.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 REFERENCE_H #define REFERENCE_H #include "core/class_db.h" #include "core/object.h" #include "core/safe_refcount.h" class Reference : public Object { GDCLASS(Reference, Object); friend class RefBase; SafeRefCount refcount; SafeRefCount refcount_init; protected: static void _bind_methods(); public: _FORCE_INLINE_ bool is_referenced() const { return refcount_init.get() != 1; } bool init_ref(); bool reference(); // returns false if refcount is at zero and didn't get increased bool unreference(); int reference_get_count() const; Reference(); ~Reference(); }; template class Ref { T *reference; 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; } //virtual Reference * get_reference() const { return reference; } public: _FORCE_INLINE_ bool operator==(const T *p_ptr) const { return reference == p_ptr; } _FORCE_INLINE_ bool operator!=(const T *p_ptr) const { return reference != p_ptr; } _FORCE_INLINE_ bool operator<(const Ref &p_r) const { return reference < p_r.reference; } _FORCE_INLINE_ bool operator==(const Ref &p_r) const { return reference == p_r.reference; } _FORCE_INLINE_ bool operator!=(const Ref &p_r) const { return reference != p_r.reference; } _FORCE_INLINE_ T *operator->() { return reference; } _FORCE_INLINE_ T *operator*() { return reference; } _FORCE_INLINE_ const T *operator->() const { return reference; } _FORCE_INLINE_ const T *ptr() const { return reference; } _FORCE_INLINE_ T *ptr() { return reference; } _FORCE_INLINE_ const T *operator*() const { return reference; } operator Variant() const { return Variant(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) { unref(); return; } Ref r; r.reference = Object::cast_to(refb); ref(r); r.reference = NULL; } void operator=(const Variant &p_variant) { Object *object = p_variant.get_validated_object(); if (object == reference) { return; } unref(); if (!object) { return; } Reference *r = Object::cast_to(object); if (r && r->reference()) { reference = static_cast(r); } } template void reference_ptr(T_Other *p_ptr) { if (reference == p_ptr) { return; } unref(); T *r = Object::cast_to(p_ptr); if (r) { ref_pointer(r); } } Ref(const Ref &p_from) { reference = NULL; ref(p_from); } template Ref(const Ref &p_from) { reference = NULL; Reference *refb = const_cast(static_cast(p_from.ptr())); if (!refb) { unref(); return; } Ref r; r.reference = Object::cast_to(refb); ref(r); r.reference = NULL; } Ref(T *p_reference) { reference = NULL; if (p_reference) ref_pointer(p_reference); } Ref(const Variant &p_variant) { Object *object = p_variant.get_validated_object(); if (!object) { reference = nullptr; return; } Reference *r = Object::cast_to(object); if (r && r->reference()) { reference = static_cast(r); } else { reference = nullptr; } } 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); } reference = NULL; } void instance() { ref(memnew(T)); } Ref() { reference = NULL; } ~Ref() { unref(); } }; typedef Ref REF; class WeakRef : public Reference { GDCLASS(WeakRef, Reference); ObjectID ref; protected: static void _bind_methods(); public: Variant get_ref() const; void set_obj(Object *p_object); void set_ref(const REF &p_ref); WeakRef(); }; #ifdef PTRCALL_ENABLED template struct PtrToArg > { _FORCE_INLINE_ static Ref convert(const void *p_ptr) { return Ref(const_cast(reinterpret_cast(p_ptr))); } _FORCE_INLINE_ static void encode(Ref p_val, const void *p_ptr) { *(Ref *)p_ptr = p_val; } }; template struct PtrToArg &> { _FORCE_INLINE_ static Ref convert(const void *p_ptr) { return Ref((T *)p_ptr); } }; #endif // PTRCALL_ENABLED #ifdef DEBUG_METHODS_ENABLED template struct GetTypeInfo > { static const Variant::Type VARIANT_TYPE = Variant::OBJECT; static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; static inline PropertyInfo get_class_info() { return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static()); } }; template struct GetTypeInfo &> { static const Variant::Type VARIANT_TYPE = Variant::OBJECT; static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE; static inline PropertyInfo get_class_info() { return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static()); } }; #endif // DEBUG_METHODS_ENABLED #endif // REFERENCE_H