supertux
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Typed UIDs allows storing GameObjects as UID while offering to option to use the object either as if it was a pointer or as if it was an UID. More...
#include <typed_uid.hpp>
Public Member Functions | |
TypedUID (const T *object) | |
TypedUID (const TypedUID &other)=default | |
TypedUID & | operator= (const TypedUID &other)=default |
T * | get () const |
TypedUID & | operator= (const T *object) |
TypedUID & | operator= (const UID &other) |
T * | operator-> () const |
T & | operator* () const |
bool | operator== (const T *object) const |
bool | operator!= (const T *object) const |
operator bool () const | |
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UID (const UID &other)=default | |
UID & | operator= (const UID &other)=default |
operator bool () const | |
bool | operator< (const UID &other) const |
bool | operator== (const UID &other) const |
bool | operator!= (const UID &other) const |
Magic | get_magic () const |
Additional Inherited Members | |
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using | Magic = uint8_t |
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uint32_t | m_value |
Typed UIDs allows storing GameObjects as UID while offering to option to use the object either as if it was a pointer or as if it was an UID.
This helps staying resilient against the objects' variable lifetime.