/* AngelCode Scripting Library Copyright (c) 2003-2019 Andreas Jonsson This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. The original version of this library can be located at: http://www.angelcode.com/angelscript/ Andreas Jonsson andreas@angelcode.com */ // // as_scriptobject.h // // A generic class for handling script declared structures // #ifndef AS_SCRIPTOBJECT_H #define AS_SCRIPTOBJECT_H #include "as_config.h" #include "as_atomic.h" BEGIN_AS_NAMESPACE class asCObjectType; // TODO: Add const overload for GetAddressOfProperty // TODO: weak: Should move to its own file class asCLockableSharedBool : public asILockableSharedBool { public: asCLockableSharedBool(); int AddRef() const; int Release() const; bool Get() const; void Set(bool); void Lock() const; void Unlock() const; protected: mutable asCAtomic refCount; bool value; DECLARECRITICALSECTION(mutable lock) }; class asCScriptObject : public asIScriptObject { public: //=================================== // From asIScriptObject //=================================== // Memory management int AddRef() const; int Release() const; asILockableSharedBool *GetWeakRefFlag() const; // Type info int GetTypeId() const; asITypeInfo *GetObjectType() const; // Class properties asUINT GetPropertyCount() const; int GetPropertyTypeId(asUINT prop) const; const char *GetPropertyName(asUINT prop) const; void *GetAddressOfProperty(asUINT prop); // Miscellaneous asIScriptEngine *GetEngine() const; int CopyFrom(const asIScriptObject *other); // User data void *SetUserData(void *data, asPWORD type = 0); void *GetUserData(asPWORD type = 0) const; //==================================== // Internal //==================================== asCScriptObject(asCObjectType *objType, bool doInitialize = true); virtual ~asCScriptObject(); asCScriptObject &operator=(const asCScriptObject &other); // GC methods void Destruct(); int GetRefCount(); void SetFlag(); bool GetFlag(); void EnumReferences(asIScriptEngine *engine); void ReleaseAllHandles(asIScriptEngine *engine); // Used for properties void *AllocateUninitializedObject(asCObjectType *objType, asCScriptEngine *engine); void FreeObject(void *ptr, asCObjectType *objType, asCScriptEngine *engine); void CopyObject(const void *src, void *dst, asCObjectType *objType, asCScriptEngine *engine); void CopyHandle(asPWORD *src, asPWORD *dst, asCObjectType *objType, asCScriptEngine *engine); int CopyFromAs(const asCScriptObject *other, asCObjectType *objType); void CallDestructor(); //============================================= // Properties //============================================= protected: friend class asCContext; asCObjectType *objType; mutable asCAtomic refCount; mutable asBYTE gcFlag:1; mutable asBYTE hasRefCountReachedZero:1; bool isDestructCalled; // Most script classes instances won't have neither the weakRefFlags nor // userData so we only allocate this if requested. Even when used it is // not something that will be accessed all the time so having the extra // indirection will not affect the performance significantly. struct SExtra { SExtra() : weakRefFlag(0) {}; asCLockableSharedBool *weakRefFlag; asCArray userData; }; mutable SExtra *extra; }; void ScriptObject_Construct(asCObjectType *objType, asCScriptObject *self); asCScriptObject &ScriptObject_Assignment(asCScriptObject *other, asCScriptObject *self); void ScriptObject_ConstructUnitialized(asCObjectType *objType, asCScriptObject *self); void RegisterScriptObject(asCScriptEngine *engine); asIScriptObject *ScriptObjectFactory(const asCObjectType *objType, asCScriptEngine *engine); asIScriptObject *ScriptObjectCopyFactory(const asCObjectType *objType, void *origObj, asCScriptEngine *engine); END_AS_NAMESPACE #endif