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- // Copyright (C) 2002-2012 Nikolaus Gebhardt
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #pragma once
- #include "irrTypes.h"
- namespace irr
- {
- //! Base class of most objects of the Irrlicht Engine.
- /** This class provides reference counting through the methods grab() and drop().
- It also is able to store a debug string for every instance of an object.
- Most objects of the Irrlicht
- Engine are derived from IReferenceCounted, and so they are reference counted.
- When you create an object in the Irrlicht engine, calling a method
- which starts with 'create', an object is created, and you get a pointer
- to the new object. If you no longer need the object, you have
- to call drop(). This will destroy the object, if grab() was not called
- in another part of you program, because this part still needs the object.
- Note, that you only need to call drop() to the object, if you created it,
- and the method had a 'create' in it.
- A simple example:
- If you want to create a texture, you may want to call an imaginable method
- IDriver::createTexture. You call
- ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
- If you no longer need the texture, call texture->drop().
- If you want to load a texture, you may want to call imaginable method
- IDriver::loadTexture. You do this like
- ITexture* texture = driver->loadTexture("example.jpg");
- You will not have to drop the pointer to the loaded texture, because
- the name of the method does not start with 'create'. The texture
- is stored somewhere by the driver.
- */
- class IReferenceCounted
- {
- public:
- //! Constructor.
- IReferenceCounted() :
- ReferenceCounter(1)
- {
- }
- //! Destructor.
- virtual ~IReferenceCounted()
- {
- }
- // Reference counted objects can be neither copied nor moved.
- IReferenceCounted(const IReferenceCounted &) = delete;
- IReferenceCounted &operator=(const IReferenceCounted &) = delete;
- //! Grabs the object. Increments the reference counter by one.
- /** Someone who calls grab() to an object, should later also
- call drop() to it. If an object never gets as much drop() as
- grab() calls, it will never be destroyed. The
- IReferenceCounted class provides a basic reference counting
- mechanism with its methods grab() and drop(). Most objects of
- the Irrlicht Engine are derived from IReferenceCounted, and so
- they are reference counted.
- When you create an object in the Irrlicht engine, calling a
- method which starts with 'create', an object is created, and
- you get a pointer to the new object. If you no longer need the
- object, you have to call drop(). This will destroy the object,
- if grab() was not called in another part of you program,
- because this part still needs the object. Note, that you only
- need to call drop() to the object, if you created it, and the
- method had a 'create' in it.
- A simple example:
- If you want to create a texture, you may want to call an
- imaginable method IDriver::createTexture. You call
- ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
- If you no longer need the texture, call texture->drop().
- If you want to load a texture, you may want to call imaginable
- method IDriver::loadTexture. You do this like
- ITexture* texture = driver->loadTexture("example.jpg");
- You will not have to drop the pointer to the loaded texture,
- because the name of the method does not start with 'create'.
- The texture is stored somewhere by the driver. */
- void grab() const { ++ReferenceCounter; }
- //! Drops the object. Decrements the reference counter by one.
- /** The IReferenceCounted class provides a basic reference
- counting mechanism with its methods grab() and drop(). Most
- objects of the Irrlicht Engine are derived from
- IReferenceCounted, and so they are reference counted.
- When you create an object in the Irrlicht engine, calling a
- method which starts with 'create', an object is created, and
- you get a pointer to the new object. If you no longer need the
- object, you have to call drop(). This will destroy the object,
- if grab() was not called in another part of you program,
- because this part still needs the object. Note, that you only
- need to call drop() to the object, if you created it, and the
- method had a 'create' in it.
- A simple example:
- If you want to create a texture, you may want to call an
- imaginable method IDriver::createTexture. You call
- ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
- If you no longer need the texture, call texture->drop().
- If you want to load a texture, you may want to call imaginable
- method IDriver::loadTexture. You do this like
- ITexture* texture = driver->loadTexture("example.jpg");
- You will not have to drop the pointer to the loaded texture,
- because the name of the method does not start with 'create'.
- The texture is stored somewhere by the driver.
- \return True, if the object was deleted. */
- bool drop() const
- {
- // someone is doing bad reference counting.
- _IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0)
- --ReferenceCounter;
- if (!ReferenceCounter) {
- delete this;
- return true;
- }
- return false;
- }
- //! Get the reference count.
- /** \return Current value of the reference counter. */
- s32 getReferenceCount() const
- {
- return ReferenceCounter;
- }
- private:
- //! The reference counter. Mutable to do reference counting on const objects.
- mutable s32 ReferenceCounter;
- };
- } // end namespace irr
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