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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
396 lines
9.0 KiB
C++
396 lines
9.0 KiB
C++
/*************************************************************************/
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/* reference.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef REFERENCE_H
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#define REFERENCE_H
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#include "core/class_db.h"
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#include "core/object.h"
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#include "core/ref_ptr.h"
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#include "core/safe_refcount.h"
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class Reference : public Object {
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GDCLASS(Reference, Object);
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friend class RefBase;
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SafeRefCount refcount;
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SafeRefCount refcount_init;
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protected:
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static void _bind_methods();
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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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~Reference();
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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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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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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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//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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RefPtr get_ref_ptr() const {
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RefPtr refptr;
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Ref<Reference> *irr = reinterpret_cast<Ref<Reference> *>(refptr.get_data());
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*irr = *this;
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return refptr;
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};
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operator Variant() const {
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return Variant(get_ref_ptr());
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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 = NULL;
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}
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void operator=(const RefPtr &p_refptr) {
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Ref<Reference> *irr = reinterpret_cast<Ref<Reference> *>(p_refptr.get_data());
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Reference *refb = irr->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 = NULL;
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}
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void operator=(const Variant &p_variant) {
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RefPtr refptr = p_variant;
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Ref<Reference> *irr = reinterpret_cast<Ref<Reference> *>(refptr.get_data());
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Reference *refb = irr->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 = NULL;
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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 = NULL;
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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 = NULL;
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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 = NULL;
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}
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Ref(T *p_reference) {
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reference = NULL;
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if (p_reference)
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ref_pointer(p_reference);
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}
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Ref(const Variant &p_variant) {
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RefPtr refptr = p_variant;
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Ref<Reference> *irr = reinterpret_cast<Ref<Reference> *>(refptr.get_data());
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reference = NULL;
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Reference *refb = irr->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 = NULL;
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}
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Ref(const RefPtr &p_refptr) {
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Ref<Reference> *irr = reinterpret_cast<Ref<Reference> *>(p_refptr.get_data());
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reference = NULL;
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Reference *refb = irr->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 = NULL;
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}
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inline bool is_valid() const { return reference != NULL; }
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inline bool is_null() const { return reference == NULL; }
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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 = NULL;
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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 = NULL;
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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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class WeakRef : public Reference {
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GDCLASS(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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Variant get_ref() const;
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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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#ifdef PTRCALL_ENABLED
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template <class T>
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struct PtrToArg<Ref<T> > {
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_FORCE_INLINE_ static Ref<T> convert(const void *p_ptr) {
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return Ref<T>(const_cast<T *>(reinterpret_cast<const T *>(p_ptr)));
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}
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_FORCE_INLINE_ static void encode(Ref<T> p_val, const void *p_ptr) {
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*(Ref<Reference> *)p_ptr = p_val;
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}
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};
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template <class T>
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struct PtrToArg<const Ref<T> &> {
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_FORCE_INLINE_ static Ref<T> convert(const void *p_ptr) {
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return Ref<T>((T *)p_ptr);
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}
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};
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//this is for RefPtr
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template <>
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struct PtrToArg<RefPtr> {
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_FORCE_INLINE_ static RefPtr convert(const void *p_ptr) {
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return Ref<Reference>(const_cast<Reference *>(reinterpret_cast<const Reference *>(p_ptr))).get_ref_ptr();
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}
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_FORCE_INLINE_ static void encode(RefPtr p_val, const void *p_ptr) {
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Ref<Reference> r = p_val;
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*(Ref<Reference> *)p_ptr = r;
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}
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};
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template <>
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struct PtrToArg<const RefPtr &> {
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_FORCE_INLINE_ static RefPtr convert(const void *p_ptr) {
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return Ref<Reference>(const_cast<Reference *>(reinterpret_cast<const Reference *>(p_ptr))).get_ref_ptr();
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}
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};
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#endif // PTRCALL_ENABLED
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#ifdef DEBUG_METHODS_ENABLED
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template <class T>
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struct GetTypeInfo<Ref<T> > {
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static const Variant::Type VARIANT_TYPE = Variant::OBJECT;
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static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE;
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static inline PropertyInfo get_class_info() {
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return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static());
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}
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};
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template <class T>
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struct GetTypeInfo<const Ref<T> &> {
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static const Variant::Type VARIANT_TYPE = Variant::OBJECT;
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static const GodotTypeInfo::Metadata METADATA = GodotTypeInfo::METADATA_NONE;
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static inline PropertyInfo get_class_info() {
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return PropertyInfo(Variant::OBJECT, String(), PROPERTY_HINT_RESOURCE_TYPE, T::get_class_static());
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}
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};
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#endif // DEBUG_METHODS_ENABLED
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#endif // REFERENCE_H
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