jak-project/game/kernel/Ptr.h

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#pragma once
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/*!
* @file Ptr.h
* Representation of a GOAL pointer which can be converted to/from a C pointer.
*/
#include "game/runtime.h"
#include "common/common_types.h"
#include "common/util/Assert.h"
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/*!
* GOAL pointer to a T. Represented as a 32-bit unsigned offset from g_ee_main_mem.
* A NULL pointer has an offset of 0.
*
* This doesn't have to be very efficient, as this implementation is only used in the C Kernel.
* The GOAL implementation is much more efficient.
*
* Consider putting size checks on these?
*/
template <typename T>
struct Ptr {
u32 offset;
/*!
* Default pointer is NULL.
*/
Ptr() { offset = 0; }
/*!
* Pointer from manual offset.
*/
explicit Ptr(u32 v) { offset = v; }
/*!
* Dereference a pointer. Will error if you do this on a null pointer.
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*/
T* operator->() {
ASSERT(offset);
return (T*)(g_ee_main_mem + offset);
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}
/*!
* Dereference a pointer. Will error if you do this on a null pointer.
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*/
T& operator*() {
ASSERT(offset);
return *(T*)(g_ee_main_mem + offset);
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}
// pointer math
Ptr operator+(s32 diff) { return Ptr(offset + diff); }
s32 operator-(Ptr<T> x) { return offset - x.offset; }
Ptr operator-(s32 diff) { return Ptr(offset - diff); }
bool operator==(const Ptr<T>& x) { return offset == x.offset; }
/*!
* Convert to a C pointer.
*/
T* c() {
if (!offset) {
return nullptr;
}
return (T*)(g_ee_main_mem + offset);
}
template <typename T2>
Ptr<T2> cast() {
return Ptr<T2>(offset);
}
};
template <typename T>
Ptr<T> make_ptr(T* x) {
if (!x) {
return Ptr<T>(0);
}
return Ptr<T>((u8*)x - g_ee_main_mem);
}
template <typename T>
Ptr<u8> make_u8_ptr(T* x) {
if (!x) {
return Ptr<u8>(0);
}
return Ptr<u8>((u8*)x - g_ee_main_mem);
}