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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __I_IREFERENCE_COUNTED_H_INCLUDED__
6#define __I_IREFERENCE_COUNTED_H_INCLUDED__
7
8#include "irrTypes.h"
9
10namespace irr
11{
12
13 //! Base class of most objects of the Irrlicht Engine.
14 /** This class provides reference counting through the methods grab() and drop().
15 It also is able to store a debug string for every instance of an object.
16 Most objects of the Irrlicht
17 Engine are derived from IReferenceCounted, and so they are reference counted.
18
19 When you create an object in the Irrlicht engine, calling a method
20 which starts with 'create', an object is created, and you get a pointer
21 to the new object. If you no longer need the object, you have
22 to call drop(). This will destroy the object, if grab() was not called
23 in another part of you program, because this part still needs the object.
24 Note, that you only need to call drop() to the object, if you created it,
25 and the method had a 'create' in it.
26
27 A simple example:
28
29 If you want to create a texture, you may want to call an imaginable method
30 IDriver::createTexture. You call
31 ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
32 If you no longer need the texture, call texture->drop().
33
34 If you want to load a texture, you may want to call imaginable method
35 IDriver::loadTexture. You do this like
36 ITexture* texture = driver->loadTexture("example.jpg");
37 You will not have to drop the pointer to the loaded texture, because
38 the name of the method does not start with 'create'. The texture
39 is stored somewhere by the driver.
40 */
41 class IReferenceCounted
42 {
43 public:
44
45 //! Constructor.
46 IReferenceCounted()
47 : DebugName(0), ReferenceCounter(1)
48 {
49 }
50
51 //! Destructor.
52 virtual ~IReferenceCounted()
53 {
54 }
55
56 //! Grabs the object. Increments the reference counter by one.
57 /** Someone who calls grab() to an object, should later also
58 call drop() to it. If an object never gets as much drop() as
59 grab() calls, it will never be destroyed. The
60 IReferenceCounted class provides a basic reference counting
61 mechanism with its methods grab() and drop(). Most objects of
62 the Irrlicht Engine are derived from IReferenceCounted, and so
63 they are reference counted.
64
65 When you create an object in the Irrlicht engine, calling a
66 method which starts with 'create', an object is created, and
67 you get a pointer to the new object. If you no longer need the
68 object, you have to call drop(). This will destroy the object,
69 if grab() was not called in another part of you program,
70 because this part still needs the object. Note, that you only
71 need to call drop() to the object, if you created it, and the
72 method had a 'create' in it.
73
74 A simple example:
75
76 If you want to create a texture, you may want to call an
77 imaginable method IDriver::createTexture. You call
78 ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
79 If you no longer need the texture, call texture->drop().
80 If you want to load a texture, you may want to call imaginable
81 method IDriver::loadTexture. You do this like
82 ITexture* texture = driver->loadTexture("example.jpg");
83 You will not have to drop the pointer to the loaded texture,
84 because the name of the method does not start with 'create'.
85 The texture is stored somewhere by the driver. */
86 void grab() const { ++ReferenceCounter; }
87
88 //! Drops the object. Decrements the reference counter by one.
89 /** The IReferenceCounted class provides a basic reference
90 counting mechanism with its methods grab() and drop(). Most
91 objects of the Irrlicht Engine are derived from
92 IReferenceCounted, and so they are reference counted.
93
94 When you create an object in the Irrlicht engine, calling a
95 method which starts with 'create', an object is created, and
96 you get a pointer to the new object. If you no longer need the
97 object, you have to call drop(). This will destroy the object,
98 if grab() was not called in another part of you program,
99 because this part still needs the object. Note, that you only
100 need to call drop() to the object, if you created it, and the
101 method had a 'create' in it.
102
103 A simple example:
104
105 If you want to create a texture, you may want to call an
106 imaginable method IDriver::createTexture. You call
107 ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
108 If you no longer need the texture, call texture->drop().
109 If you want to load a texture, you may want to call imaginable
110 method IDriver::loadTexture. You do this like
111 ITexture* texture = driver->loadTexture("example.jpg");
112 You will not have to drop the pointer to the loaded texture,
113 because the name of the method does not start with 'create'.
114 The texture is stored somewhere by the driver.
115 \return True, if the object was deleted. */
116 bool drop() const
117 {
118 // someone is doing bad reference counting.
119 _IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0)
120
121 --ReferenceCounter;
122 if (!ReferenceCounter)
123 {
124 delete this;
125 return true;
126 }
127
128 return false;
129 }
130
131 //! Get the reference count.
132 /** \return Current value of the reference counter. */
133 s32 getReferenceCount() const
134 {
135 return ReferenceCounter;
136 }
137
138 //! Returns the debug name of the object.
139 /** The Debugname may only be set and changed by the object
140 itself. This method should only be used in Debug mode.
141 \return Returns a string, previously set by setDebugName(); */
142 const c8* getDebugName() const
143 {
144 return DebugName;
145 }
146
147 protected:
148
149 //! Sets the debug name of the object.
150 /** The Debugname may only be set and changed by the object
151 itself. This method should only be used in Debug mode.
152 \param newName: New debug name to set. */
153 void setDebugName(const c8* newName)
154 {
155 DebugName = newName;
156 }
157
158 private:
159
160 //! The debug name.
161 const c8* DebugName;
162
163 //! The reference counter. Mutable to do reference counting on const objects.
164 mutable s32 ReferenceCounter;
165 };
166
167} // end namespace irr
168
169#endif
170