virtualx-engine/core/reference.h

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