godot/core/string/string_name.h

/**************************************************************************/
/*  string_name.h                                                         */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef STRING_NAME_H
#define STRING_NAME_H

#include "core/os/mutex.h"
#include "core/string/ustring.h"
#include "core/templates/safe_refcount.h"

#define UNIQUE_NODE_PREFIX

class Main;

struct StaticCString {};

class StringName {};

bool operator==(const String &p_name, const StringName &p_string_name);
bool operator!=(const String &p_name, const StringName &p_string_name);
bool operator==(const char *p_name, const StringName &p_string_name);
bool operator!=(const char *p_name, const StringName &p_string_name);

StringName _scs_create(const char *p_chr, bool p_static = false);

/*
 * The SNAME macro is used to speed up StringName creation, as it allows caching it after the first usage in a very efficient way.
 * It should NOT be used everywhere, but instead in places where high performance is required and the creation of a StringName
 * can be costly. Places where it should be used are:
 * - Control::get_theme_*(<name> and Window::get_theme_*(<name> functions.
 * - emit_signal(<name>,..) function
 * - call_deferred(<name>,..) function
 * - Comparisons to a StringName in overridden _set and _get methods.
 *
 * Use in places that can be called hundreds of times per frame (or more) is recommended, but this situation is very rare. If in doubt, do not use.
 */

#define SNAME(m_arg)

#endif // STRING_NAME_H