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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 | |
Public Member Functions inherited from UID | |
| 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 | |
Public Types inherited from UID | |
| using | Magic = uint8_t |
Protected Attributes inherited from UID | |
| 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.
1.8.13