finalise interface & documentation
Signed-off-by: Folling <mail@folling.io>
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56 changed files with 2074 additions and 780 deletions
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#pragma once
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#include <ikarus/id.h>
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#include <ikarus/macros.h>
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/// \file entity.h
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/// \author Folling <mail@folling.io>
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/// \author Folling <folling@ikarus.world>
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/// \defgroup entities Entities
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/// \brief Entities are the core building blocks of Ikarus.
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@ -17,7 +16,7 @@ IKARUS_BEGIN_HEADER
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///
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/// Properties can be associated with Entities in two ways:
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/// - Directly: The property is linked to the entity.
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/// - Indirectly: The property is linked to a blueprint of the entity.
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/// - Indirectly: The property is linked to a blueprint the entity is linked to.
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///
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/// For each property an entity is linked to, it has a value. These values depend on the property's type.
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/// For more information on the types see the property documentation.
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@ -31,10 +30,223 @@ IKARUS_BEGIN_HEADER
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/// \remark Values are guaranteed to be in valid format for a given type
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/// but not guaranteed to be valid under the settings of the property.
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/// This is because changing the settings can invalidate existing values without resetting them.
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struct IkarusEntity {
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/// \private \brief The ID of the entity.
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IkarusId id;
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};
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struct IkarusEntity;
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/// \brief Creates an entity.
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/// \param project The project the entity is part of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param parent The parent folder of the entity.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param position The position of the entity in the parent folder. \see #FolderPosition
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/// \pre \li Must be within bounds for the parent folder.
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/// \param name The name of the entity.
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/// \pre \li Must not be null.
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/// \pre \li Must not be empty.
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/// \param blueprints Blueprints to link the entity to (0..n). Null is treated as an empty array.
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/// \param blueprints_count The number of blueprints.
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/// \return The created entity or null if an error occurs.
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/// \remark Must be freed using #ikarus_free.
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IKA_API IkarusEntity * ikarus_entity_create(
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struct IkarusProject * project,
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struct IkarusEntityFolder * parent,
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size_t position,
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char const * name,
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struct IkarusBlueprint ** blueprints,
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size_t blueprints_count
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);
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/// \brief Copies an entity.
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/// \details Creates a deep copy of the entity including all of its properties & associated values.
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/// \param entity The entity to copy.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param parent The parent folder of the entity.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param position The position of the entity in the parent folder. \see #FolderPosition
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/// \pre \li Must be within bounds for the parent folder.
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/// \param name The name of the entity.
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/// \pre \li Must not be null.
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/// \pre \li Must not be empty.
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/// \return The created entity or null if an error occurs.
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/// \remark Must be freed using #ikarus_free.
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IKA_API IkarusEntity * ikarus_entity_copy(
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struct IkarusEntity * entity, struct IkarusEntityFolder * parent, size_t position, char const * name
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);
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/// \brief Deletes an entity.
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/// \param entity The entity to delete.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \remark The entity must not be accessed after deletion.
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IKA_API void ikarus_entity_delete(IkarusEntity * entity);
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IKA_API bool ikarus_entity_is_linked_to_blueprint(IkarusEntity const * entity, struct IkarusBlueprint const * blueprint);
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/// \brief Checks if an entity has a specific property.
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/// \param entity The entity to check.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param property The property to check.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return True if the entity has the property, false otherwise.
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IKA_API bool ikarus_entity_has_property(IkarusEntity const * entity, struct IkarusProperty const * property);
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/// \brief Links an entity to a blueprint.
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/// \param entity The entity to link.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param blueprint The blueprint to link the entity to.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \remark No-op if the entity is already linked to the blueprint.
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IKA_API void ikarus_entity_link_to_blueprint(IkarusEntity * entity, struct IkarusBlueprint * blueprint);
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/// \brief Unlinks an entity from a blueprint. All values of the properties of the blueprint the entity is linked with will be
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/// deleted.
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/// \param entity The entity to unlink.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param blueprint The blueprint to unlink the entity from.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \remark No-op if the entity is not linked to the blueprint.
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IKA_API void ikarus_entity_unlink_from_blueprint(IkarusEntity * entity, struct IkarusBlueprint * blueprint);
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/// \brief Gets the project of an entity.
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/// \param entity The entity to get the project of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The project of the entity or null if an error occurs.
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IKA_API struct IkarusProject * ikarus_entity_get_project(IkarusEntity const * entity);
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/// \brief Gets the parent folder of an entity.
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/// \param entity The entity to get the parent folder of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The parent folder of the entity or null if an error occurs.
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IKA_API struct IkarusEntityFolder * ikarus_entity_get_parent(IkarusEntity const * entity);
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/// \brief Gets the position of an entity within its parent folder.
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/// \param entity The entity to get the position of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The position of the entity or undefined if an error occurs.
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IKA_API size_t ikarus_entity_get_position(IkarusEntity const * entity);
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/// \brief Gets the name of an entity.
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/// \param entity The entity to get the name of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The name of the entity or null if an error occurs.
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/// \remark The returned pointer is valid until the entity is freed but may be invalidated by other operations.
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IKA_API char const * ikarus_entity_get_name(IkarusEntity const * entity);
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/// \brief Gets the property root folder of an entity.
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/// \param entity The entity to get the root folder of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The root folder of all properties of the entity or null if an error occurs.
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/// \remark Must be freed using #ikarus_free.
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IKA_API struct IkarusPropertyFolder * ikarus_entity_get_property_root_folder(IkarusEntity const * entity);
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/// \brief Gets the number of properties of an entity.
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/// \param entity The entity to get the number of properties of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The number of properties or undefined if an error occurs.
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IKA_API size_t ikarus_entity_get_property_count(IkarusEntity const * entity);
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/// \brief Gets the properties of an entity.
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/// \param entity The entity to get the properties of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param properties_out The buffer to write the properties to.
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/// \pre \li Must not be null.
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/// \param properties_out_size The size of the buffer.
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IKA_API void ikarus_entity_get_properties(
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IkarusEntity const * entity, struct IkarusProperty ** properties_out, size_t properties_out_size
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);
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/// \brief Gets the value of a property of an entity.
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/// \details If the entity has never set the value of the property, the default value is returned (which may be indeterminate).
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/// \param entity The entity to get the value of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param property The property to get the value of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The value of the property or null if the entity does not have the property or an error occurs.
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/// \remark Must be freed using #ikarus_free.
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IKA_API struct IkarusEntityValue * get_value(IkarusEntity const * entity, struct IkarusProperty const * property);
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/// \brief Sets the parent folder of an entity.
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/// \param entity The entity to set the parent folder of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param new_parent The new parent folder of the entity.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param new_position The new position of the entity in the parent folder. \see #FolderPosition
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/// \pre \li Must be within bounds for the parent folder.
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/// \remark This adjusts the positions of old and new siblings.
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IKA_API void ikarus_entity_set_parent(IkarusEntity * entity, struct IkarusEntityFolder * new_parent, size_t new_position);
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/// \brief Sets the position of an entity within its parent folder.
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/// \param entity The entity to set the position of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param new_position The new position of the entity. \see #FolderPosition
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/// \pre \li Must be within bounds for the parent folder.
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/// \remark This adjusts the positions of siblings.
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IKA_API void ikarus_entity_set_position(IkarusEntity * entity, size_t new_position);
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/// \brief Sets the name of an entity.
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/// \param entity The entity to set the name of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param new_name The new name of the entity.
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/// \pre \li Must not be null.
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/// \pre \li Must not be empty.
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IKA_API void ikarus_entity_set_name(IkarusEntity * entity, char const * new_name);
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/// \brief Sets the value of a property of an entity.
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/// \param entity The entity to set the value of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param property The property to set the value of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param value The new value of the property.
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/// \pre \li Must not be null.
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/// \pre \li Must be of the same type as the property.
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/// \param validate_settings If set, this function fails not only if the type of the value is invalid, but also if it's not
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/// valid under the properties settings. \see property.h
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/// \remark If the entity does not have the property, this function fails.
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IKA_API void ikarus_entity_set_value(
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IkarusEntity * entity, struct IkarusProperty const * property, struct IkarusValue * value, bool validate_settings
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);
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/// \brief Converts an entity to an object.
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/// \param entity The entity to convert.
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/// \return The constructed object, representing the entity.
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/// \remark Must be freed using #ikarus_free.
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IKA_API struct IkarusObject * ikarus_entity_to_object(IkarusEntity const * entity);
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/// \brief Compares two entities.
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/// \param left The left entity to compare.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param right The right entity to compare.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return True if the two entities are equal, false otherwise.
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/// \remark This neither performs a pointer comparison nor a deep comparison. When we say "equal" we mean that the two
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/// entities reference the same entity in the same project.
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IKA_API bool ikarus_entity_is_equal(IkarusEntity const * left, IkarusEntity const * right);
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IKARUS_END_HEADER
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