George Marques cba90d6301
Update clang-format to version 11
This is taken from the Godot repository, so formatting is similar. This
updates the style rules as well.

Also fix style in files to conform with this version.
2021-02-28 16:57:34 -03:00

187 lines
3.8 KiB
C++

#ifndef REF_H
#define REF_H
#include "GodotGlobal.hpp"
#include "Reference.hpp"
#include "Variant.hpp"
namespace godot {
// Replicates Godot's Ref<T> behavior
// Rewritten from f5234e70be7dec4930c2d5a0e829ff480d044b1d.
template <class T>
class Ref {
// TODO For this nice check to work, each class must actually #include Reference classes mentionned in its methods,
// which might be annoying for coders who prefer to forward-declare to reduce compile times
// static_assert(std::is_base_of<Reference, T>::value,
// "Ref<T> can only be used with classes deriving from Reference");
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 == nullptr);
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) {
Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
if (refb == nullptr) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = nullptr;
}
void operator=(const Variant &p_variant) {
Object *refb = T::___get_from_variant(p_variant);
if (refb == nullptr) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<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;
Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
if (refb == nullptr) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<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;
Object *refb = T::___get_from_variant(p_variant);
if (refb == nullptr) {
unref();
return;
}
Ref r;
r.reference = Object::cast_to<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;
}
};
} // namespace godot
#endif