3890256fc5
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
391 lines
8.1 KiB
C++
391 lines
8.1 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "object.h"
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#include "safe_refcount.h"
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#include "ref_ptr.h"
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#include "class_db.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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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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void reference();
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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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#if 0
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class RefBase {
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protected:
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void ref_inc(Reference *p_reference);
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bool ref_dec(Reference *p_reference);
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Reference *first_ref(Reference *p_reference);
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Reference * get_reference_from_ref(const RefBase &p_base);
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virtual Reference * get_reference() const=0;
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char * get_refptr_data(const RefPtr &p_refptr) const;
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public:
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virtual ~RefBase() {}
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};
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#endif
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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 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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#if 0
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// go to RefPtr
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operator RefPtr() const {
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return get_ref_ptr();
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}
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#endif
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#if 1
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operator Variant() const {
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return Variant( get_ref_ptr() );
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}
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#endif
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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=refb->cast_to<T>();
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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=refb->cast_to<T>();
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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=refb->cast_to<T>();
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ref(r);
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r.reference=NULL;
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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=refb->cast_to<T>();
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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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if (p_reference)
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ref_pointer(p_reference);
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else
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reference=NULL;
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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=refb->cast_to<T>();
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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=refb->cast_to<T>();
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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>(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>(reinterpret_cast<const 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>(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>(reinterpret_cast<const Reference*>(p_ptr)).get_ref_ptr();
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}
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};
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#endif
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#endif // REFERENCE_H
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