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163 lines
5.7 KiB
C++
163 lines
5.7 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "irrTypes.h"
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namespace irr
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{
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//! Base class of most objects of the Irrlicht Engine.
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/** This class provides reference counting through the methods grab() and drop().
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It also is able to store a debug string for every instance of an object.
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Most objects of the Irrlicht
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Engine are derived from IReferenceCounted, and so they are reference counted.
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When you create an object in the Irrlicht engine, calling a method
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which starts with 'create', an object is created, and you get a pointer
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to the new object. If you no longer need the object, you have
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to call drop(). This will destroy the object, if grab() was not called
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in another part of you program, because this part still needs the object.
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Note, that you only need to call drop() to the object, if you created it,
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and the method had a 'create' in it.
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A simple example:
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If you want to create a texture, you may want to call an imaginable method
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IDriver::createTexture. You call
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ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
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If you no longer need the texture, call texture->drop().
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If you want to load a texture, you may want to call imaginable method
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IDriver::loadTexture. You do this like
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ITexture* texture = driver->loadTexture("example.jpg");
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You will not have to drop the pointer to the loaded texture, because
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the name of the method does not start with 'create'. The texture
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is stored somewhere by the driver.
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*/
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class IReferenceCounted
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{
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public:
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//! Constructor.
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IReferenceCounted() :
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DebugName(0), ReferenceCounter(1)
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{
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}
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//! Destructor.
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virtual ~IReferenceCounted()
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{
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}
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//! Grabs the object. Increments the reference counter by one.
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/** Someone who calls grab() to an object, should later also
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call drop() to it. If an object never gets as much drop() as
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grab() calls, it will never be destroyed. The
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IReferenceCounted class provides a basic reference counting
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mechanism with its methods grab() and drop(). Most objects of
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the Irrlicht Engine are derived from IReferenceCounted, and so
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they are reference counted.
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When you create an object in the Irrlicht engine, calling a
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method which starts with 'create', an object is created, and
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you get a pointer to the new object. If you no longer need the
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object, you have to call drop(). This will destroy the object,
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if grab() was not called in another part of you program,
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because this part still needs the object. Note, that you only
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need to call drop() to the object, if you created it, and the
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method had a 'create' in it.
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A simple example:
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If you want to create a texture, you may want to call an
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imaginable method IDriver::createTexture. You call
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ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
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If you no longer need the texture, call texture->drop().
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If you want to load a texture, you may want to call imaginable
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method IDriver::loadTexture. You do this like
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ITexture* texture = driver->loadTexture("example.jpg");
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You will not have to drop the pointer to the loaded texture,
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because the name of the method does not start with 'create'.
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The texture is stored somewhere by the driver. */
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void grab() const { ++ReferenceCounter; }
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//! Drops the object. Decrements the reference counter by one.
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/** The IReferenceCounted class provides a basic reference
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counting mechanism with its methods grab() and drop(). Most
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objects of the Irrlicht Engine are derived from
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IReferenceCounted, and so they are reference counted.
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When you create an object in the Irrlicht engine, calling a
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method which starts with 'create', an object is created, and
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you get a pointer to the new object. If you no longer need the
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object, you have to call drop(). This will destroy the object,
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if grab() was not called in another part of you program,
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because this part still needs the object. Note, that you only
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need to call drop() to the object, if you created it, and the
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method had a 'create' in it.
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A simple example:
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If you want to create a texture, you may want to call an
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imaginable method IDriver::createTexture. You call
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ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
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If you no longer need the texture, call texture->drop().
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If you want to load a texture, you may want to call imaginable
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method IDriver::loadTexture. You do this like
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ITexture* texture = driver->loadTexture("example.jpg");
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You will not have to drop the pointer to the loaded texture,
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because the name of the method does not start with 'create'.
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The texture is stored somewhere by the driver.
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\return True, if the object was deleted. */
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bool drop() const
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{
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// someone is doing bad reference counting.
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_IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0)
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--ReferenceCounter;
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if (!ReferenceCounter) {
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delete this;
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return true;
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}
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return false;
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}
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//! Get the reference count.
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/** \return Current value of the reference counter. */
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s32 getReferenceCount() const
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{
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return ReferenceCounter;
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}
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//! Returns the debug name of the object.
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/** The Debugname may only be set and changed by the object
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itself. This method should only be used in Debug mode.
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\return Returns a string, previously set by setDebugName(); */
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const c8 *getDebugName() const
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{
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return DebugName;
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}
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protected:
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//! Sets the debug name of the object.
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/** The Debugname may only be set and changed by the object
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itself. This method should only be used in Debug mode.
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\param newName: New debug name to set. */
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void setDebugName(const c8 *newName)
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{
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DebugName = newName;
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}
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private:
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//! The debug name.
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const c8 *DebugName;
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//! The reference counter. Mutable to do reference counting on const objects.
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mutable s32 ReferenceCounter;
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};
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} // end namespace irr
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