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/*************************************************************************/
/*  object_id.h                                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 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