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Object-Oriented Graphics Rendering Engine
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OgreId.h
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1 /*
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4  (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2014 Torus Knot Software Ltd
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28 
29 #ifndef __Id_H__
30 #define __Id_H__
31 
32 namespace Ogre
33 {
37 
43  {
44  public:
45  //This function assumes creation of new objects can't be made from multiple threads!!!
46  template <typename T> static IdType generateNewId()
47  {
48  static IdType g_currentId = 0;
49  return g_currentId++;
50  }
51  };
52 
54  {
55  private:
56  friend struct IdCmp; //Avoid calling getId()
58 
59  protected:
63  void _setId( IdType newId ) { mId = newId; }
64 
65  public:
71  IdObject( IdType id ) : mId( id ) {}
72 
74  IdType getId() const { return mId; }
75 
76  bool operator()( const IdObject *left, const IdObject *right )
77  {
78  return left->mId < right->mId;
79  }
80 
81  bool operator()( const IdObject &left, const IdObject &right )
82  {
83  return left.mId < right.mId;
84  }
85  };
86 }
87 
88 #endif
unsigned int uint32
Definition: OgrePlatform.h:420
#define _OgreExport
Definition: OgrePlatform.h:255
Usage: OGRE_NEW SceneNode( Id::generateNewId< Node >() )
Definition: OgreId.h:42
IdType getId() const
Get the unique id of this object.
Definition: OgreId.h:74
bool operator()(const IdObject &left, const IdObject &right)
Definition: OgreId.h:81
Ogre::uint32 IdType
Big projects with lots, lots of units for very long periods of time (MMORPGs?) may want to define thi...
Definition: OgreId.h:36
IdObject(IdType id)
We don't call generateNewId() here, to prevent objects in the stack (i.e.
Definition: OgreId.h:71
void _setId(IdType newId)
In the rare case our derived class wants to override our Id (normally we don't want that...
Definition: OgreId.h:63
bool operator()(const IdObject *left, const IdObject *right)
Definition: OgreId.h:76
static IdType generateNewId()
Definition: OgreId.h:46
IdType mId
Definition: OgreId.h:57