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https://github.com/libretro/scummvm.git
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77 lines
2.1 KiB
C++
77 lines
2.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#ifndef SWORD25_RENDER_OBJECT_PTR_H
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#define SWORD25_RENDER_OBJECT_PTR_H
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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#include "sword25/kernel/common.h"
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#include "sword25/gfx/renderobjectregistry.h"
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namespace Sword25 {
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class RenderObject;
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template<class T>
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class RenderObjectPtr {
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public:
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RenderObjectPtr() : _handle(0) {}
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RenderObjectPtr(uint handle) : _handle(handle) {}
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T *operator->() const {
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return static_cast<T *>(RenderObjectRegistry::instance().resolveHandle(_handle));
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}
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bool operator==(const RenderObjectPtr<T> & other) {
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return _handle == other._handle;
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}
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bool isValid() const {
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return RenderObjectRegistry::instance().resolveHandle(_handle) != 0;
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}
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void erase() {
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delete static_cast<T *>(RenderObjectRegistry::instance().resolveHandle(_handle));
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_handle = 0;
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}
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private:
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uint _handle;
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};
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} // End of namespace Sword25
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#endif
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