Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef DMELEMENTHANDLE_H
#define DMELEMENTHANDLE_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// handle to an CDmElement
//-----------------------------------------------------------------------------
#define PERFORM_HANDLE_TYPECHECKING 0
#if PERFORM_HANDLE_TYPECHECKING
// this is here to make sure we're being type-safe about element handles
// otherwise, the compiler lets us cast to bool incorrectly
// the other solution would be to redefine DmElementHandle_t s.t. DMELEMENT_HANDLE_INVALID==0
struct DmElementHandle_t
{
DmElementHandle_t() : handle( 0xffffffff ) {}
explicit DmElementHandle_t( int h ) : handle( h ) {}
inline bool operator==( const DmElementHandle_t &h ) const { return handle == h.handle; }
inline bool operator!=( const DmElementHandle_t &h ) const { return handle != h.handle; }
inline bool operator<( const DmElementHandle_t &h ) const { return handle < h.handle; }
// inline operator int() const { return handle; } // if we're okay with implicit int casts, uncomment this method
int handle;
};
const DmElementHandle_t DMELEMENT_HANDLE_INVALID;
#else // PERFORM_HANDLE_TYPECHECKING
enum DmElementHandle_t
{
DMELEMENT_HANDLE_INVALID = 0xffffffff
};
#endif // PERFORM_HANDLE_TYPECHECKING
#endif // DMELEMENTHANDLE_H