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//-----------------------------------------------------------------------------
// Name: assetref.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Asset/assetbase.h>
#include <Asset/assettypes.h>
class AssetRefBase {
protected:
AssetRefBase();
public:
virtual ~AssetRefBase();
virtual AssetType GetType() = 0;
};
template<class T>
class AssetRef : public AssetRefBase {
private:
T *asset_ptr_;
public:
virtual AssetType GetType() {
return T::GetType();
};
void clear() {
if(asset_ptr_ != NULL){
asset_ptr_->DecrementRefCount();
asset_ptr_ = NULL;
}
}
bool valid() const {
return asset_ptr_ != NULL;
}
AssetRef() {
asset_ptr_ = NULL;
}
AssetRef(T* _asset_ptr) {
asset_ptr_ = _asset_ptr;
if(asset_ptr_ != NULL){
asset_ptr_->IncrementRefCount();
}
}
AssetRef(const AssetRef &other) {
asset_ptr_ = other.asset_ptr_;
if(asset_ptr_ != NULL){
asset_ptr_->IncrementRefCount();
}
}
virtual ~AssetRef() {
if(asset_ptr_ != NULL){
asset_ptr_->DecrementRefCount();
asset_ptr_ = NULL;
}
}
T& operator*(){
return *asset_ptr_;
}
const T& operator*() const{
return *asset_ptr_;
}
const AssetRef& operator=(const AssetRef& other) {
clear();
asset_ptr_ = other.asset_ptr_;
if(asset_ptr_){
asset_ptr_->IncrementRefCount();
}
return *this;
}
bool operator!=( const AssetRef& other ) const
{
return asset_ptr_ != other.asset_ptr_;
}
bool operator==( const AssetRef& other ) const
{
return asset_ptr_ == other.asset_ptr_;
}
bool operator<( const AssetRef& other ) const
{
return asset_ptr_ < other.asset_ptr_;
}
T* operator->() const {
return asset_ptr_;
}
};
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