godot/core/object/object_id.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

64 lines
3.4 KiB
C++

/*************************************************************************/
/* object_id.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef OBJECT_ID_H
#define OBJECT_ID_H
#include "core/typedefs.h"
// Class to store an object ID (int64)
// needs to be compatile with int64 because this is what Variant uses
// Also, need to be explicitly only castable to 64 bits integer types
// to avoid bugs due to loss of precision
class ObjectID {
uint64_t id = 0;
public:
_ALWAYS_INLINE_ bool is_ref_counted() const { return (id & (uint64_t(1) << 63)) != 0; }
_ALWAYS_INLINE_ bool is_valid() const { return id != 0; }
_ALWAYS_INLINE_ bool is_null() const { return id == 0; }
_ALWAYS_INLINE_ operator uint64_t() const { return id; }
_ALWAYS_INLINE_ operator int64_t() const { return id; }
_ALWAYS_INLINE_ bool operator==(const ObjectID &p_id) const { return id == p_id.id; }
_ALWAYS_INLINE_ bool operator!=(const ObjectID &p_id) const { return id != p_id.id; }
_ALWAYS_INLINE_ bool operator<(const ObjectID &p_id) const { return id < p_id.id; }
_ALWAYS_INLINE_ void operator=(int64_t p_int64) { id = p_int64; }
_ALWAYS_INLINE_ void operator=(uint64_t p_uint64) { id = p_uint64; }
_ALWAYS_INLINE_ ObjectID() {}
_ALWAYS_INLINE_ explicit ObjectID(const uint64_t p_id) { id = p_id; }
_ALWAYS_INLINE_ explicit ObjectID(const int64_t p_id) { id = p_id; }
};
#endif // OBJECT_ID_H