//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // 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 _SIM_OBJECT_PTR_H_ #define _SIM_OBJECT_PTR_H_ #ifndef _PLATFORM_H_ #include "platform/platform.h" #endif //--------------------------------------------------------------------------- /// Smart SimObject pointer. /// /// This class keeps track of the book-keeping necessary /// to keep a registered reference to a SimObject or subclass /// thereof. /// /// Normally, if you want the SimObject to be aware that you /// have a reference to it, you must call SimObject::registerReference() /// when you create the reference, and SimObject::unregisterReference() when /// you're done. If you change the reference, you must also register/unregister /// it. This is a big headache, so this class exists to automatically /// keep track of things for you. /// /// @code /// // Assign an object to the /// SimObjectPtr mOrbitObject = Sim::findObject("anObject"); /// /// // Use it as a GameBase*. /// mOrbitObject->getWorldBox().getCenter(&mPosition); /// /// // And reassign it - it will automatically update the references. /// mOrbitObject = Sim::findObject("anotherObject"); /// @endcode template class SimObjectPtr { private: SimObject *mObj; public: SimObjectPtr() { mObj = 0; } SimObjectPtr(T* ptr) { mObj = ptr; if(mObj) mObj->registerReference(&mObj); } SimObjectPtr(const SimObjectPtr& rhs) { mObj = const_cast(static_cast(rhs)); if(mObj) mObj->registerReference(&mObj); } SimObjectPtr& operator=(const SimObjectPtr& rhs) { if(this == &rhs) return(*this); if(mObj) mObj->unregisterReference(&mObj); mObj = const_cast(static_cast(rhs)); if(mObj) mObj->registerReference(&mObj); return(*this); } ~SimObjectPtr() { if(mObj) mObj->unregisterReference(&mObj); } SimObjectPtr& operator= (T *ptr) { if(mObj != (SimObject *) ptr) { if(mObj) mObj->unregisterReference(&mObj); mObj = (SimObject *) ptr; if (mObj) mObj->registerReference(&mObj); } return *this; } #if defined(__MWERKS__) && (__MWERKS__ < 0x2400) // CW 5.3 seems to get confused comparing SimObjectPtrs... bool operator == (const SimObject *ptr) { return mObj == ptr; } bool operator != (const SimObject *ptr) { return mObj != ptr; } #endif bool isNull() const { return mObj == 0; } bool notNull() const { return mObj != 0; } T* operator->() const { return static_cast(mObj); } T& operator*() const { return *static_cast(mObj); } operator T*() const { return static_cast(mObj)? static_cast(mObj) : 0; } }; #endif // _SIM_OBJECT_PTR_H_