mirror of
https://github.com/Relintai/rcpp_framework.git
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201 lines
3.7 KiB
C++
201 lines
3.7 KiB
C++
#ifndef REFERENCE_H
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#define REFERENCE_H
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// Most of the code is from the godot engine's reference.h
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#include "safe_refcount.h"
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#include "object.h"
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#include "object_id.h"
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#include "memory.h"
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class Reference : public Object {
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RCPP_OBJECT(Reference, Object);
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public:
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/*_FORCE_INLINE_*/ bool is_referenced() const { return refcount_init.get() != 1; }
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bool init_ref();
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bool reference(); // returns false if refcount is at zero and didn't get increased
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bool unreference();
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int reference_get_count() const;
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Reference();
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virtual ~Reference();
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private:
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SafeRefCount refcount;
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SafeRefCount refcount_init;
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};
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template <class T>
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class Ref {
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T *reference;
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void ref(const Ref &p_from) {
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if (p_from.reference == reference) {
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return;
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}
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unref();
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reference = p_from.reference;
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if (reference) {
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reference->reference();
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}
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}
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void ref_pointer(T *p_ref) {
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//ERR_FAIL_COND(!p_ref);
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if (p_ref->init_ref()) {
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reference = p_ref;
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}
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}
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//virtual Reference * get_reference() const { return reference; }
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public:
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_FORCE_INLINE_ bool operator==(const T *p_ptr) const {
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return reference == p_ptr;
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}
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_FORCE_INLINE_ bool operator!=(const T *p_ptr) const {
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return reference != p_ptr;
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}
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_FORCE_INLINE_ bool operator<(const Ref<T> &p_r) const {
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return reference < p_r.reference;
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}
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_FORCE_INLINE_ bool operator==(const Ref<T> &p_r) const {
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return reference == p_r.reference;
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}
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_FORCE_INLINE_ bool operator!=(const Ref<T> &p_r) const {
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return reference != p_r.reference;
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}
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_FORCE_INLINE_ T *operator->() {
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return reference;
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}
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_FORCE_INLINE_ T *operator*() {
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return reference;
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}
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_FORCE_INLINE_ const T *operator->() const {
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return reference;
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}
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_FORCE_INLINE_ const T *ptr() const {
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return reference;
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}
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_FORCE_INLINE_ T *ptr() {
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return reference;
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}
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_FORCE_INLINE_ const T *operator*() const {
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return reference;
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}
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void operator=(const Ref &p_from) {
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ref(p_from);
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}
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template <class T_Other>
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void operator=(const Ref<T_Other> &p_from) {
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Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
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if (!refb) {
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unref();
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return;
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}
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Ref r;
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r.reference = Object::cast_to<T>(refb);
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ref(r);
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r.reference = nullptr;
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}
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template <class T_Other>
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void reference_ptr(T_Other *p_ptr) {
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if (reference == p_ptr) {
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return;
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}
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unref();
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T *r = Object::cast_to<T>(p_ptr);
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if (r) {
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ref_pointer(r);
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}
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}
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Ref(const Ref &p_from) {
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reference = nullptr;
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ref(p_from);
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}
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template <class T_Other>
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Ref(const Ref<T_Other> &p_from) {
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reference = nullptr;
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Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
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if (!refb) {
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unref();
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return;
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}
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Ref r;
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r.reference = Object::cast_to<T>(refb);
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ref(r);
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r.reference = nullptr;
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}
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Ref(T *p_reference) {
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reference = nullptr;
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if (p_reference) {
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ref_pointer(p_reference);
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}
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}
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inline bool is_valid() const { return reference != nullptr; }
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inline bool is_null() const { return reference == nullptr; }
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void unref() {
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//TODO this should be moved to mutexes, since this engine does not really
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// do a lot of referencing on references and stuff
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// mutexes will avoid more crashes?
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if (reference && reference->unreference()) {
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memdelete(reference);
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}
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reference = nullptr;
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}
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void instance() {
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ref(memnew(T));
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}
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Ref() {
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reference = nullptr;
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}
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~Ref() {
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unref();
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}
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};
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typedef Ref<Reference> REF;
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/*
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class WeakRef : public Reference {
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RCPP_OBJECT(WeakRef, Reference);
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ObjectID ref;
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protected:
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static void _bind_methods();
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public:
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void set_obj(Object *p_object);
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void set_ref(const REF &p_ref);
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WeakRef();
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};
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*/
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#endif |