karroffel 200bf226bf Nativescript 1.1
implemented instance binding data usage

This commit changes the way C++ wrapper classes work.
Previously, wrapper classes were merely wrapper *interfaces*.
They used the `this` pointer to store the actual foreign Godot
Object.

With the NativeScript 1.1 extension it is now possible to have
low-overhead language binding data attached to Objects.

The C++ bindings use that feature to implement *proper* wrappers
and enable regular C++ inheritance usage that way.

Some things might still be buggy and untested, but the C++
SimpleDemo works with those changes.

new and free change, custom free will crash engine, be wary

fix exporting of non-object types

fix free() crash with custom resources

added type tags and safe object casting

fix global type registration order

fix cast_to

changed build system to be more self contained

updated .gitignore

use typeid() for type tags now

fix indentation in bindings generator

remove accidentally added files

fix gitignore

Fixed up registering tool and updated godot_headers

Fix crash when calling String::split/split_floats

Was casting to the wrong object type.
Also adds parse_ints function to String with the same logic

Better warning/error macros

Change gitignore so we get our gen folders

New documentation based on nativescript 1.1

Fixed GODOT_SUBCLASS macro

Preventing crash when function returned null ptr

Adds needed include <typeinfo>

 Solves this issue #168 due to not having the include of typeinfo

Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'.

cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs]

update vector3::distance_to

Remove godot_api.json as its now in the godot_headers submodule (api.json)
2018-11-07 21:23:08 +11:00

216 lines
3.8 KiB
C++

#ifndef REF_H
#define REF_H
#include "Variant.hpp"
#include "GodotGlobal.hpp"
#include "Reference.hpp"
namespace godot {
// Replicates Godot's Ref<T> behavior
// Rewritten from f5234e70be7dec4930c2d5a0e829ff480d044b1d.
template <class T>
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;
}
public:
inline bool operator<(const Ref<T> &p_r) const {
return reference < p_r.reference;
}
inline bool operator==(const Ref<T> &p_r) const {
return reference == p_r.reference;
}
inline bool operator!=(const Ref<T> &p_r) const {
return reference != p_r.reference;
}
inline T *operator->() {
return reference;
}
inline T *operator*() {
return reference;
}
inline const T *operator->() const {
return reference;
}
inline const T *ptr() const {
return reference;
}
inline T *ptr() {
return reference;
}
inline const T *operator*() const {
return reference;
}
operator Variant() const {
// Note: the C API handles the cases where the object is a Reference,
// so the Variant will be correctly constructed with a RefPtr engine-side
return Variant((Object*)reference);
}
void operator=(const Ref &p_from) {
ref(p_from);
}
template <class T_Other>
void operator=(const Ref<T_Other> &p_from) {
// TODO We need a safe cast
Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
if (!refb) {
unref();
return;
}
Ref r;
//r.reference = Object::cast_to<T>(refb);
r.reference = (T*)refb;
ref(r);
r.reference = nullptr;
}
void operator=(const Variant &p_variant) {
// TODO We need a safe cast
Reference *refb = (Reference *) T::___get_from_variant(p_variant);
if (!refb) {
unref();
return;
}
Ref r;
// TODO We need a safe cast
//r.reference = Object::cast_to<T>(refb);
r.reference = (T *)refb;
ref(r);
r.reference = nullptr;
}
Ref(const Ref &p_from) {
reference = nullptr;
ref(p_from);
}
template <class T_Other>
Ref(const Ref<T_Other> &p_from) {
reference = nullptr;
// TODO We need a safe cast
Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
if (!refb) {
unref();
return;
}
Ref r;
// TODO We need a safe cast
//r.reference = Object::cast_to<T>(refb);
r.reference = (T *)refb;
ref(r);
r.reference = nullptr;
}
Ref(T *p_reference) {
if (p_reference)
ref_pointer(p_reference);
else
reference = nullptr;
}
Ref(const Variant &p_variant) {
reference = nullptr;
// TODO We need a safe cast
Reference *refb = (Reference *) T::___get_from_variant(p_variant);
if (!refb) {
unref();
return;
}
Ref r;
// TODO We need a safe cast
//r.reference = Object::cast_to<T>(refb);
r.reference = (T *)refb;
ref(r);
r.reference = nullptr;
}
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->free();
}
reference = nullptr;
}
void instance() {
//ref(memnew(T));
ref(T::_new());
}
Ref() {
reference = nullptr;
}
~Ref() {
unref();
}
// Used exclusively in the bindings to recreate the Ref Godot encapsulates in return values,
// without adding to the refcount.
inline static Ref<T> __internal_constructor(Object *obj)
{
Ref<T> r;
r.reference = (T*)obj;
return r;
}
};
}
#endif