/**************************************************************************/ /* ref_counted.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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 REF_COUNTED_H #define REF_COUNTED_H #include "core/object/class_db.h" #include "core/templates/safe_refcount.h" class RefCounted : public Object { GDCLASS(RefCounted, Object); 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 get_reference_count() const; RefCounted(); ~RefCounted() {} }; template class Ref { T *reference = nullptr; 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 RefCounted * 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) { RefCounted *refb = const_cast(static_cast(p_from.ptr())); if (!refb) { unref(); return; } Ref r; r.reference = Object::cast_to(refb); ref(r); r.reference = nullptr; } void operator=(const Variant &p_variant) { Object *object = p_variant.get_validated_object(); if (object == reference) { return; } unref(); if (!object) { return; } T *r = Object::cast_to(object); if (r && r->reference()) { reference = 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) { ref(p_from); } template Ref(const Ref &p_from) { RefCounted *refb = const_cast(static_cast(p_from.ptr())); if (!refb) { unref(); return; } Ref r; r.reference = Object::cast_to(refb); ref(r); r.reference = nullptr; } Ref(T *p_reference) { if (p_reference) { ref_pointer(p_reference); } } Ref(const Variant &p_variant) { Object *object = p_variant.get_validated_object(); if (!object) { return; } T *r = Object::cast_to(object); if (r && r->reference()) { reference = r; } } inline bool is_valid() const { return reference != nullptr; } inline bool is_null() const { return reference == nullptr; } 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 = nullptr; } void instantiate() { ref(memnew(T)); } Ref() {} ~Ref() { unref(); } }; class WeakRef : public RefCounted { GDCLASS(WeakRef, RefCounted); 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() {} }; template struct PtrToArg> { _FORCE_INLINE_ static Ref convert(const void *p_ptr) { // p_ptr points to a RefCounted object return Ref(const_cast(reinterpret_cast(p_ptr))); } typedef Ref EncodeT; _FORCE_INLINE_ static void encode(Ref p_val, const void *p_ptr) { // p_ptr points to an EncodeT object which is a Ref object. *(const_cast *>(reinterpret_cast *>(p_ptr))) = p_val; } }; template struct PtrToArg &> { typedef Ref EncodeT; _FORCE_INLINE_ static Ref convert(const void *p_ptr) { // p_ptr points to a RefCounted object return Ref((T *)p_ptr); } }; 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()); } }; template struct VariantInternalAccessor> { static _FORCE_INLINE_ Ref get(const Variant *v) { return Ref(*VariantInternal::get_object(v)); } static _FORCE_INLINE_ void set(Variant *v, const Ref &p_ref) { VariantInternal::refcounted_object_assign(v, p_ref.ptr()); } }; template struct VariantInternalAccessor &> { static _FORCE_INLINE_ Ref get(const Variant *v) { return Ref(*VariantInternal::get_object(v)); } static _FORCE_INLINE_ void set(Variant *v, const Ref &p_ref) { VariantInternal::refcounted_object_assign(v, p_ref.ptr()); } }; #endif // REF_COUNTED_H