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- //-----------------------------------------------------------------------------
- // 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<GameBase> 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 T> class SimObjectPtr
- {
- private:
- SimObject *mObj;
- public:
- SimObjectPtr() { mObj = 0; }
- SimObjectPtr(T* ptr)
- {
- mObj = ptr;
- if(mObj)
- mObj->registerReference(&mObj);
- }
- SimObjectPtr(const SimObjectPtr<T>& rhs)
- {
- mObj = const_cast<T*>(static_cast<const T*>(rhs));
- if(mObj)
- mObj->registerReference(&mObj);
- }
- SimObjectPtr<T>& operator=(const SimObjectPtr<T>& rhs)
- {
- if(this == &rhs)
- return(*this);
- if(mObj)
- mObj->unregisterReference(&mObj);
- mObj = const_cast<T*>(static_cast<const T*>(rhs));
- if(mObj)
- mObj->registerReference(&mObj);
- return(*this);
- }
- ~SimObjectPtr()
- {
- if(mObj)
- mObj->unregisterReference(&mObj);
- }
- SimObjectPtr<T>& 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<T*>(mObj); }
- T& operator*() const { return *static_cast<T*>(mObj); }
- operator T*() const { return static_cast<T*>(mObj)? static_cast<T*>(mObj) : 0; }
- };
- #endif // _SIM_OBJECT_PTR_H_
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