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			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			63 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  object_id.h                                                          */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef OBJECT_ID_H
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| #define OBJECT_ID_H
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| 
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| #include "core/typedefs.h"
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| 
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| // Class to store an object ID (int64)
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| // needs to be compatile with int64 because this is what Variant uses
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| // Also, need to be explicitly only castable to 64 bits integer types
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| // to avoid bugs due to loss of precision
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| 
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| class ObjectID {
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| 	uint64_t id = 0;
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| 
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| public:
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| 	_ALWAYS_INLINE_ bool is_reference() const { return (id & (uint64_t(1) << 63)) != 0; }
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| 	_ALWAYS_INLINE_ bool is_valid() const { return id != 0; }
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| 	_ALWAYS_INLINE_ bool is_null() const { return id == 0; }
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| 	_ALWAYS_INLINE_ operator uint64_t() const { return id; }
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| 	_ALWAYS_INLINE_ operator int64_t() const { return id; }
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| 
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| 	_ALWAYS_INLINE_ bool operator==(const ObjectID &p_id) const { return id == p_id.id; }
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| 	_ALWAYS_INLINE_ bool operator!=(const ObjectID &p_id) const { return id != p_id.id; }
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| 	_ALWAYS_INLINE_ bool operator<(const ObjectID &p_id) const { return id < p_id.id; }
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| 
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| 	_ALWAYS_INLINE_ void operator=(int64_t p_int64) { id = p_int64; }
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| 	_ALWAYS_INLINE_ void operator=(uint64_t p_uint64) { id = p_uint64; }
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| 
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| 	_ALWAYS_INLINE_ ObjectID() {}
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| 	_ALWAYS_INLINE_ explicit ObjectID(const uint64_t p_id) { id = p_id; }
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| 	_ALWAYS_INLINE_ explicit ObjectID(const int64_t p_id) { id = p_id; }
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| };
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| 
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| #endif // OBJECT_ID_H
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