Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef UTLOBJECTREFERENCE_H
#define UTLOBJECTREFERENCE_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlintrusivelist.h"
#include "mathlib/mathlib.h"
// Purpose: class for keeping track of all the references that exist to an object. When the object
// being referenced is freed, all of the references pointing at it will become null.
//
// To Use:
// Add a DECLARE_REFERENCED_CLASS to the class that you want to use CutlReferences with.
// Replace pointers to that class with CUtlReferences.
// Check these references for null in appropriate places.
//
// NOTE : You can still happily use pointers instead of references where you want to - these
// pointers will not magically become null like references would, but if you know no one is going
// to delete the underlying object during a partcular section of code, it doesn't
// matter. Basically, CUtlReferences don't rely on every use of an object using one.
template<class T> class CUtlReference { public: FORCEINLINE CUtlReference(void) { m_pNext = m_pPrev = NULL; m_pObject = NULL; } FORCEINLINE CUtlReference(T *pObj) { m_pNext = m_pPrev = NULL; AddRef( pObj ); }
FORCEINLINE ~CUtlReference(void) { KillRef(); } FORCEINLINE void Set(T *pObj) { if ( m_pObject != pObj ) { KillRef(); AddRef( pObj ); } } FORCEINLINE T * operator()(void) const { return m_pObject; }
FORCEINLINE operator T*() { return m_pObject; }
FORCEINLINE operator const T*() const { return m_pObject; }
FORCEINLINE T* operator->() { return m_pObject; }
FORCEINLINE const T* operator->() const { return m_pObject; }
FORCEINLINE CUtlReference &operator=( const CUtlReference& otherRef ) { Set( otherRef.m_pObject ); return *this; }
FORCEINLINE CUtlReference &operator=( T *pObj ) { Set( pObj ); return *this; }
FORCEINLINE bool operator==( const CUtlReference& o ) const { return ( o.m_pObject == m_pObject ); }
public: CUtlReference *m_pNext; CUtlReference *m_pPrev;
T *m_pObject;
FORCEINLINE void AddRef( T *pObj ) { m_pObject = pObj; if ( pObj ) { pObj->m_References.AddToHead( this ); } }
FORCEINLINE void KillRef(void) { if ( m_pObject ) { m_pObject->m_References.RemoveNode( this ); m_pObject = NULL; } }
};
template<class T> class CUtlReferenceList : public CUtlIntrusiveDList< CUtlReference<T> > { public: ~CUtlReferenceList( void ) { CUtlReference<T> *i = CUtlIntrusiveDList<CUtlReference<T> >::m_pHead; while( i ) { CUtlReference<T> *n = i->m_pNext; i->m_pNext = NULL; i->m_pPrev = NULL; i->m_pObject = NULL; i = n; } CUtlIntrusiveDList<CUtlReference<T> >::m_pHead = NULL; } };
//-----------------------------------------------------------------------------
// Put this macro in classes that are referenced by CUtlReference
//-----------------------------------------------------------------------------
#define DECLARE_REFERENCED_CLASS( _className ) \
private: \ CUtlReferenceList< _className > m_References; \ template<class T> friend class CUtlReference;
#endif
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