umbra/projs/shadow/shadow-engine/shadow-entity/inc/id/ID.h

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#pragma once
#include <id/UUID.h> // Shadow-Engine/core/inc/id
namespace SE {
// An ID for a section of the scene (which may be unloaded separately of the level; for ie. open world Cells.)
using EntitySectionID = UUID;
// An ID for a scene (which contains all sections and entities).
using EntitySceneID = UUID;
/**
* Contains the common data and functions for the Entity System's identifiers.
*/
struct IDContainer {
public:
IDContainer() = default;
explicit IDContainer(uint64_t v) : id(v) {}
// Check if the ID is valid (non-zero)
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__inline virtual bool Valid() const { return id != 0; }
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// Set this ID to be invalid (zero).
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__inline virtual void Invalidate() { id = 0; }
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// Check for in/equality against another ID.
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__inline virtual bool operator==(IDContainer const& other) const { return id == other.id; }
__inline virtual bool operator!=(IDContainer const& other) const { return id != other.id; }
__inline virtual bool operator<(IDContainer const& other) const { return id < other.id; }
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uint64_t id;
};
/**
* An ID used for an Entity.
* Is only guaranteed to be unique in the current scene (ie. a level change may also change the IDs of the entities within).
*/
struct EntityID : public IDContainer {
/**
* @return a new, unused Entity ID.
*/
static EntityID Generate();
EntityID() = default;
explicit EntityID(uint64_t v) : IDContainer(v) {}
};
/**
* An ID used for a Component (a segment of data attached to an Entity).
* Is only guaranteed to be unique in the current scene (ie. a level change may also change the IDs of the components within).
*/
struct ComponentID : public IDContainer {
/**
* @return a new, unused Component ID.
*/
static ComponentID Generate();
ComponentID() = default;
explicit ComponentID(uint64_t v) : IDContainer(v) {}
};
}