virtualx-engine/core/reference.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

390 lines
8.1 KiB
C++

/*************************************************************************/
/* reference.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "object.h"
#include "safe_refcount.h"
#include "ref_ptr.h"
#include "object_type_db.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Reference : public Object{
OBJ_TYPE( 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();
void reference();
bool unreference();
int reference_get_count() const;
Reference();
~Reference();
};
#if 0
class RefBase {
protected:
void ref_inc(Reference *p_reference);
bool ref_dec(Reference *p_reference);
Reference *first_ref(Reference *p_reference);
Reference * get_reference_from_ref(const RefBase &p_base);
virtual Reference * get_reference() const=0;
char * get_refptr_data(const RefPtr &p_refptr) const;
public:
virtual ~RefBase() {}
};
#endif
template<class T>
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 Ref<T>& p_r) const {
return reference<p_r.reference;
}
_FORCE_INLINE_ bool operator==(const Ref<T>& p_r) const {
return reference==p_r.reference;
}
_FORCE_INLINE_ bool operator!=(const Ref<T>& 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;
}
RefPtr get_ref_ptr() const {
RefPtr refptr;
Ref<Reference> * irr = reinterpret_cast<Ref<Reference>*>( refptr.get_data() );
*irr = *this;
return refptr;
};
#if 0
// go to RefPtr
operator RefPtr() const {
return get_ref_ptr();
}
#endif
#if 1
operator Variant() const {
return Variant( get_ref_ptr() );
}
#endif
void operator=( const Ref& p_from ) {
ref(p_from);
}
template<class T_Other>
void operator=( const Ref<T_Other>& p_from ) {
Reference *refb = const_cast<Reference*>(static_cast<const Reference*>(p_from.ptr()));
if (!refb) {
unref();
return;
}
Ref r;
r.reference=refb->cast_to<T>();
ref(r);
r.reference=NULL;
}
void operator=( const RefPtr& p_refptr ) {
Ref<Reference> * irr = reinterpret_cast<Ref<Reference>*>( p_refptr.get_data() );
Reference *refb = irr->ptr();
if (!refb) {
unref();
return;
}
Ref r;
r.reference=refb->cast_to<T>();
ref(r);
r.reference=NULL;
}
void operator=( const Variant& p_variant ) {
RefPtr refptr=p_variant;
Ref<Reference> * irr = reinterpret_cast<Ref<Reference>*>( refptr.get_data() );
Reference *refb = irr->ptr();
if (!refb) {
unref();
return;
}
Ref r;
r.reference=refb->cast_to<T>();
ref(r);
r.reference=NULL;
}
Ref( const Ref& p_from ) {
reference=NULL;
ref(p_from);
}
template<class T_Other>
Ref( const Ref<T_Other>& p_from ) {
reference=NULL;
Reference *refb = const_cast<Reference*>(static_cast<const Reference*>(p_from.ptr()));
if (!refb) {
unref();
return;
}
Ref r;
r.reference=refb->cast_to<T>();
ref(r);
r.reference=NULL;
}
Ref( T* p_reference ) {
if (p_reference)
ref_pointer(p_reference);
else
reference=NULL;
}
Ref( const Variant& p_variant) {
RefPtr refptr=p_variant;
Ref<Reference> * irr = reinterpret_cast<Ref<Reference>*>( refptr.get_data() );
reference=NULL;
Reference *refb = irr->ptr();
if (!refb) {
unref();
return;
}
Ref r;
r.reference=refb->cast_to<T>();
ref(r);
r.reference=NULL;
}
Ref( const RefPtr& p_refptr) {
Ref<Reference> * irr = reinterpret_cast<Ref<Reference>*>( p_refptr.get_data() );
reference=NULL;
Reference *refb = irr->ptr();
if (!refb) {
unref();
return;
}
Ref r;
r.reference=refb->cast_to<T>();
ref(r);
r.reference=NULL;
}
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<Reference> REF;
class WeakRef : public Reference {
OBJ_TYPE(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<class T>
struct PtrToArg< Ref<T> > {
_FORCE_INLINE_ static Ref<T> convert(const void* p_ptr) {
return Ref<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>(reinterpret_cast<const T*>(p_ptr));
}
};
//this is for RefPtr
template<>
struct PtrToArg< RefPtr > {
_FORCE_INLINE_ static RefPtr convert(const void* p_ptr) {
return Ref<Reference>(reinterpret_cast<const Reference*>(p_ptr)).get_ref_ptr();
}
_FORCE_INLINE_ static void encode(RefPtr p_val,const void* p_ptr) {
Ref<Reference> r = p_val;
*(Ref<Reference>*)p_ptr=r;
}
};
template<>
struct PtrToArg< const RefPtr& > {
_FORCE_INLINE_ static RefPtr convert(const void* p_ptr) {
return Ref<Reference>(reinterpret_cast<const Reference*>(p_ptr)).get_ref_ptr();
}
};
#endif
#endif // REFERENCE_H