restructure into smaller files & add IWYU/clang-tidy
Signed-off-by: Folling <mail@folling.io>
This commit is contained in:
parent
085d99aa1a
commit
6a2821f7c0
28 changed files with 845 additions and 556 deletions
22
include/ikarus/folders/blueprint_folder.h
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22
include/ikarus/folders/blueprint_folder.h
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#pragma once
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/// \file blueprint_folder.h
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/// \author Folling <mail@folling.io>
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#include <ikarus/id.h>
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#include <ikarus/macros.h>
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/// \addtogroup folder Folders
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/// @{
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IKARUS_BEGIN_HEADER
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/// \brief A blueprint folder, storing blueprints and other blueprint folders.
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struct IkarusBlueprintFolder {
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/// \private \brief The id of the blueprint folder.
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IkarusId id;
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};
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IKARUS_END_HEADER
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// @}
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22
include/ikarus/folders/entity_folder.h
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include/ikarus/folders/entity_folder.h
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#pragma once
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/// \file entity_folder.h
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/// \author Folling <mail@folling.io>
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#include <ikarus/id.h>
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#include <ikarus/macros.h>
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/// \addtogroup folder Folders
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/// @{
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IKARUS_BEGIN_HEADER
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/// \brief A entity folder, storing entities and other entity folders.
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struct IkarusEntityFolder {
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/// \private \brief The id of the entity folder.
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IkarusId id;
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};
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IKARUS_END_HEADER
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// @}
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76
include/ikarus/folders/folder.h
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include/ikarus/folders/folder.h
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#pragma once
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/// \file folder.h
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/// \author Folling <mail@folling.io>
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#include <ikarus/folders/blueprint_folder.h>
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#include <ikarus/folders/entity_folder.h>
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#include <ikarus/folders/folder_type.h>
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#include <ikarus/folders/property_folder.h>
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#include <ikarus/macros.h>
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IKARUS_BEGIN_HEADER
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/// \defgroup folder Folders
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/// \brief Folders are used to group objects together.
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/// @{
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/// \private \brief The data of a folder.
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union IkarusFolderData {
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/// \private \brief The blueprint folder data of the folder.
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IkarusBlueprintFolder blueprint_folder;
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/// \private \brief The property folder data of the folder.
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IkarusPropertyFolder property_folder;
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/// \private \brief The entity folder data of the folder.
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IkarusEntityFolder entity_folder;
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};
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/// \brief A generic folder. Similar to how Objects wrap all types of objects, Folders wrap all types of folders.
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struct IkarusFolder {
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/// \private \brief The data of the folder.
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IkarusFolderData data;
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/// \private \brief The type of the folder.
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IkarusFolderType type;
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};
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/// \brief Constructs a folder from a blueprint folder.
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/// \param blueprint_folder The blueprint folder to construct the folder from.
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/// \return The constructed folder.
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IKA_API IkarusFolder ikarus_folder_from_blueprint_folder(IkarusBlueprintFolder blueprint_folder);
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/// \brief Constructs a folder from a property folder.
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/// \param property_folder The property folder to construct the folder from.
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/// \return The constructed folder.
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IKA_API IkarusFolder ikarus_folder_from_property_folder(IkarusPropertyFolder property_folder);
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/// \brief Constructs a folder from an entity folder.
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/// \param entity_folder The entity folder to construct the folder from.
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/// \return The constructed folder.
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IKA_API IkarusFolder ikarus_folder_from_entity_folder(IkarusEntityFolder entity_folder);
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/// \brief Fetches the folder type of a folder.
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/// \param folder The folder to fetch the type of.
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/// \return The type of the folder.
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IKA_API IkarusFolderType ikarus_folder_get_type(IkarusFolder folder);
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/// \brief Checks if two folders are equal.
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/// \details Since ids store the type of the object, this boils down to a simple comparison of the ids.
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/// \param left The left side of the comparison.
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/// \param right The right side of the comparison.
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/// \return True if the folders are equal, false otherwise
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IKA_API bool ikarus_folder_is_equal(IkarusFolder left, IkarusFolder right);
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/// \brief Visits a folder. Calling the appropriate function for the folder's type.
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/// \param folder The folder to visit.
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/// \param blueprint The function to call if the folder is a blueprint folder.
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/// \param property The function to call if the folder is a property folder.
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/// \param entity The function to call if the folder is an entity folder.
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/// \param data The data to pass to the functions.
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IKA_API void ikarus_folder_visit(
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IkarusFolder folder,
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void (*blueprint)(IkarusBlueprintFolder, void *),
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void (*property)(IkarusPropertyFolder, void *),
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void (*entity)(IkarusEntityFolder, void *),
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void * data
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);
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IKARUS_END_HEADER
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26
include/ikarus/folders/folder_type.h
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include/ikarus/folders/folder_type.h
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#pragma once
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// IMPLEMENTATION_DETAIL_FOLDER_TYPES
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/// \file folder_type.h
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/// \author Folling <mail@folling.io>
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#include <ikarus/macros.h>
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/// \addtogroup folder folders
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/// @{
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/// \brief The type of an folder.
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/// \remark Folders have the 8th bit set.
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enum IkarusFolderType {
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/// \brief Not a folder or no folder.
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IkarusFolderType_None = 0,
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/// \brief An IkarusBlueprintFolder
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IkarusFolderType_BlueprintFolder = 0b1000'0001,
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/// \brief An IkarusPropertyFolder
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IkarusFolderType_PropertyFolder = 0b1000'0010,
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/// \brief An IkarusEntityFolder
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IkarusFolderType_EntityFolder = 0b1000'0011,
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};
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/// @}
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23
include/ikarus/folders/property_folder.h
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include/ikarus/folders/property_folder.h
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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 property_folder.h
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/// \author Folling <mail@folling.io>
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/// \addtogroup folder Folders
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/// @{
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IKARUS_BEGIN_HEADER
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/// \brief A property folder, storing properties and other property folders.
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/// \remark Property folders are scoped to the blueprint or entity they are associated with.
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struct IkarusPropertyFolder {
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/// \private \brief The id of the property folder.
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IkarusId id;
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};
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IKARUS_END_HEADER
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// @}
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#pragma once
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#include <ikarus/macros.h>
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#include <ikarus/objects/object_type.h>
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#include <ikarus/stdtypes.h>
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IKARUS_BEGIN_HEADER
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#include <ikarus/types/object_type.h>
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/// \defgroup id Ids
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/// \brief Ids are used to identify objects in the database.
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/// \details They are stored as 64 bit integers with the following layout:
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@ -64,4 +63,4 @@ IKA_API bool ikarus_id_is_unspecified(IkarusId id);
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/// @}
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IKARUS_END_HEADER
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IKARUS_END_HEADER
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24
include/ikarus/objects/blueprint.h
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include/ikarus/objects/blueprint.h
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#pragma once
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/// \file blueprint.h
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/// \author Folling <mail@folling.io>
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#include <ikarus/id.h>
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#include <ikarus/macros.h>
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/// \defgroup blueprints Blueprints
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/// \brief Blueprints are templates for entities.
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IKARUS_BEGIN_HEADER
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/// \brief A blueprint object.
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/// \details A blueprint is a collection of properties which can be linked to entities.
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/// Each entity the blueprint is linked to will have values for the blueprints properties.
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struct IkarusBlueprint {
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/// \private \brief The id of the blueprint.
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IkarusId id;
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};
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IKARUS_END_HEADER
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// @}
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41
include/ikarus/objects/entity.h
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include/ikarus/objects/entity.h
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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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/// \defgroup entities Entities
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/// \brief Entities are the core building blocks of Ikarus.
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IKARUS_BEGIN_HEADER
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/// \brief Entities are the core building blocks of Ikarus.
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/// \detials Blueprints and Properties define the structure of the data.
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/// Entities define the data itself.
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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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///
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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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///
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/// Values are the core type of data within Ikarus.
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/// Each value is associated with one page and one property.
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///
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/// \remark Values are typed, the type of a value is specified by its associated property.
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/// For more information on the types see the property documentation.
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///
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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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IKARUS_END_HEADER
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// @}
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123
include/ikarus/objects/object.h
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include/ikarus/objects/object.h
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#pragma once
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/// \file object.h
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/// \author Folling <mail@folling.io>
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#include <ikarus/folders/blueprint_folder.h>
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#include <ikarus/folders/entity_folder.h>
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#include <ikarus/folders/property_folder.h>
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#include <ikarus/macros.h>
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#include <ikarus/objects/blueprint.h>
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#include <ikarus/objects/entity.h>
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#include <ikarus/objects/object_type.h>
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#include <ikarus/objects/property.h>
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/// \defgroup object Objects
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/// \brief Objects are a compound type of all types of objects in the database.
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/// \details The following objects currently exist:
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/// - blueprints
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/// - properties
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/// - entities
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/// - blueprint folders
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/// - property folders
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/// - entity folders
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/// @{
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IKARUS_BEGIN_HEADER
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struct IkarusFolder;
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/// \private \brief The data of an object.
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union IkarusObjectData {
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/// \private \brief The blueprint data of the object.
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IkarusBlueprint blueprint;
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/// \private \brief The property data of the object.
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IkarusProperty property;
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/// \private \brief The entity data of the object.
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IkarusEntity entity;
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/// \private \brief The blueprint folder data of the object.
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IkarusBlueprintFolder blueprint_folder;
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/// \private \brief The property folder data of the object.
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IkarusPropertyFolder property_folder;
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/// \private \brief The entity folder data of the object.
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IkarusEntityFolder entity_folder;
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};
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/// \brief A generic object. Wraps all types of objects, including folders.
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struct IkarusObject {
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/// \private \brief The type of the object.
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IkarusObjectType type;
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/// \private \brief The data of the object.
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IkarusObjectData data;
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};
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/// \brief Constructs an object from a blueprint.
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/// \param blueprint The blueprint to construct the object from.
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/// \return The constructed object, representing the blueprint.
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IKA_API IkarusObject ikarus_object_from_blueprint(IkarusBlueprint blueprint);
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/// \brief Constructs an object from a property.
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/// \param property The property to construct the object from.
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/// \return The constructed object, representing the property.
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IKA_API IkarusObject ikarus_object_from_property(IkarusProperty property);
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/// \brief Constructs an object from an entity.
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/// \param entity The entity to construct the object from.
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/// \return The constructed object, representing the entity.
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IKA_API IkarusObject ikarus_object_from_entity(IkarusEntity entity);
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/// \brief Constructs an object from a blueprint folder.
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/// \param blueprint The folder to construct the object from.
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/// \return The constructed object, representing the folder.
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IKA_API IkarusObject ikarus_object_from_blueprint_folder(IkarusBlueprintFolder folder);
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/// \brief Constructs an object from a property folder.
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/// \param property The folder to construct the object from.
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/// \return The constructed object, representing the folder.
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IKA_API IkarusObject ikarus_object_from_property_folder(IkarusPropertyFolder folder);
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/// \brief Constructs an object from a entity folder.
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/// \param entity The folder to construct the object from.
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/// \return The constructed object, representing the folder.
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IKA_API IkarusObject ikarus_object_from_entity_folder(IkarusEntityFolder folder);
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/// \brief Constructs an object from a folder.
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/// \param folder The folder to construct the object from.
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/// \return The constructed object, representing the folder.
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IKA_API IkarusObject ikarus_object_from_folder(IkarusFolder folder);
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/// \brief Compares two objects for equality.
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/// \details Since ids store the type of the object, this boils down to a simple comparison of the ids.
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/// \param left The left side of the comparison.
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/// \param right The right side of the comparison.
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/// \return Whether the objects are equal.
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IKA_API bool ikarus_object_is_equal(IkarusObject left, IkarusObject right);
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/// \brief Fetches the type of an object.
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/// \param object The object to fetch the type of.
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/// \return The type of the object.
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IKA_API IkarusObjectType ikarus_object_get_type(IkarusObject object);
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/// \brief Visits an object. Calling the appropriate function for the object's type.
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/// \param object The object to visit.
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/// \param blueprint The function to call if the object is a blueprint.
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/// \param property The function to call if the object is a property.
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/// \param entity The function to call if the object is an entity.
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/// \param blueprint_folder The function to call if the object is a blueprint folder.
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/// \param property_folder The function to call if the object is a property folder.
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/// \param entity_folder The function to call if the object is an entity folder.
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/// \param data The data to pass to the functions.
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IKA_API void ikarus_object_visit(
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IkarusObject object,
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void (*visit_blueprint)(IkarusBlueprint, void *),
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void (*visit_property)(IkarusProperty, void *),
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void (*visit_entity)(IkarusEntity, void *),
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void (*visit_blueprint_folder)(IkarusBlueprintFolder, void *),
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void (*visit_property_folder)(IkarusPropertyFolder, void *),
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void (*visit_entity_folder)(IkarusEntityFolder, void *),
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void * data
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);
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IKARUS_END_HEADER
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// @}
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38
include/ikarus/objects/object_type.h
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38
include/ikarus/objects/object_type.h
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#pragma once
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// IMPLEMENTATION_DETAIL_OBJECT_TYPES
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/// \file object.h
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/// \author Folling <mail@folling.io>
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#include <ikarus/folders/folder_type.h>
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#include <ikarus/macros.h>
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/// \addtogroup object Objects
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/// @{
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/// \brief The type of an object.
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/// \remark Folders have the 4th bit set.
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enum IkarusObjectType {
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/// \brief Not an object or no object.
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IkarusObjectType_None = 0,
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/// \brief An IkarusBlueprint.
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IkarusObjectType_Blueprint = 1,
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/// \brief An IkarusProperty.
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IkarusObjectType_Property = 2,
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/// \brief An IkarusEntity.
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IkarusObjectType_Entity = 3,
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/// \brief An IkarusBlueprintFolder
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IkarusObjectType_BlueprintFolder = IkarusFolderType_BlueprintFolder,
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/// \brief An IkarusPropertyFolder
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IkarusObjectType_PropertyFolder = IkarusFolderType_PropertyFolder,
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/// \brief An IkarusEntityFolder
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IkarusObjectType_EntityFolder = IkarusFolderType_EntityFolder,
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};
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/// \brief Constructs an IkarusObjectType from an IkarusFolderType.
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/// \param type The IkarusFolderType of which to construct the IkarusObjectType from.
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/// \return The constructed IkarusObjectType, representing the folder type.
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IKA_API IkarusObjectType ikarus_object_type_from_folder_type(IkarusFolderType type);
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/// @}
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73
include/ikarus/objects/property.h
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73
include/ikarus/objects/property.h
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#pragma once
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// IMPLEMENTATION_DETAIL_LAZY_VALUE_CREATION, IMPLEMENTATION_DETAIL_PROPERTY_TYPES
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/// \file property.h
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/// \author Folling <mail@folling.io>
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#include <ikarus/id.h>
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#include <ikarus/macros.h>
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#include <ikarus/objects/blueprint.h>
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#include <ikarus/objects/entity.h>
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/// \defgroup properties Properties
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/// \brief Properties define the structure and types of data.
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IKARUS_BEGIN_HEADER
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/// \brief Properties are the placeholders of values for entities.
|
||||
/// \details Each entity can have any number of properties.
|
||||
/// Every property has a type that identifies the kind of data that can be put in.
|
||||
///
|
||||
/// The following types currently exist:
|
||||
/// - Toggle: A true/false boolean-like value
|
||||
/// - Number: An arbitrary numeric value
|
||||
/// - Text: An arbitrary textual value
|
||||
///
|
||||
/// Property Examples:
|
||||
/// - Is Dead (Toggle)
|
||||
/// - Age (Number)
|
||||
/// - ISBN (Text)
|
||||
///
|
||||
/// Every property has settings which can be used to customise the property further.
|
||||
/// Two settings that are shared among all properties are the following:
|
||||
/// - Multiple
|
||||
/// - Allow undefined
|
||||
///
|
||||
/// The former transforms a property into a list. Instead of one number, you could then specify a series of numbers.
|
||||
/// The latter allows you to specify an "unknown" value for a property.
|
||||
/// It might not be known if a character is dead or not for example.
|
||||
///
|
||||
/// Each entity associated with the property has a value for it.
|
||||
///
|
||||
/// Properties can also be added to blueprints in which case they are available for all entities associated with the
|
||||
/// blueprint.
|
||||
///
|
||||
/// We call properties within entities "Entity Properties" and properties within blueprints "Blueprint Properties".
|
||||
///
|
||||
/// \remark Properties are scoped to the blueprint or entity they are associated with.
|
||||
/// \remark Values for properties are lazily created as space saving measure.
|
||||
/// Fetching the value for some property of some entity will return the property's default value if none is specified.
|
||||
/// This default value is specified when the property is created and can be updated later.
|
||||
/// \remark Properties' tree structures are scoped to the entity or blueprint they are associated with.
|
||||
struct IkarusProperty {
|
||||
/// \private \brief The id of the property.
|
||||
IkarusId id;
|
||||
};
|
||||
|
||||
/// \brief The type of a property.
|
||||
/// \details Designates the type of data stored by the property as well as which settings are
|
||||
/// available.
|
||||
/// \see IkarusPropertySettings
|
||||
enum IkarusPropertyType {
|
||||
/// \brief A true/false boolean-like value.
|
||||
IkarusPropertyType_Toggle,
|
||||
/// \brief An arbitrary numeric value.
|
||||
IkarusPropertyType_Number,
|
||||
/// \brief An arbitrary textual value.
|
||||
IkarusPropertyType_Text,
|
||||
};
|
||||
|
||||
IKARUS_END_HEADER
|
||||
|
||||
// @}
|
||||
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
// IMPLEMENTATION_DETAIL_PROPERTY_TYPES
|
||||
|
||||
/// \file id.h
|
||||
/// \file property_type.h
|
||||
/// \author Folling <mail@folling.io>
|
||||
|
||||
#include <ikarus/macros.h>
|
||||
26
include/ikarus/scopes/blueprint_scope.h
Normal file
26
include/ikarus/scopes/blueprint_scope.h
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
#pragma once
|
||||
|
||||
/// \file blueprint_scope.h
|
||||
/// \author Folling <mail@folling.io>
|
||||
|
||||
#include <ikarus/id.h>
|
||||
#include <ikarus/macros.h>
|
||||
|
||||
/// \addtogroup object_scopes ObjectScopes
|
||||
/// @{
|
||||
|
||||
IKARUS_BEGIN_HEADER
|
||||
|
||||
/// \brief The global scope of all blueprints.
|
||||
struct IkarusBlueprintScope {
|
||||
/// \private \brief Empty structs aren't allowed in C, so we need a dummy field.
|
||||
short _dummy;
|
||||
};
|
||||
|
||||
/// \brief Creates a blueprint scope.
|
||||
/// \return The created blueprint scope.
|
||||
IKA_API IkarusBlueprintScope ikarus_blueprint_scope_create();
|
||||
|
||||
IKARUS_END_HEADER
|
||||
|
||||
// @}
|
||||
26
include/ikarus/scopes/entity_scope.h
Normal file
26
include/ikarus/scopes/entity_scope.h
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
#pragma once
|
||||
|
||||
/// \file entity_scope.h
|
||||
/// \author Folling <mail@folling.io>
|
||||
|
||||
#include <ikarus/id.h>
|
||||
#include <ikarus/macros.h>
|
||||
|
||||
/// \addtogroup object_scopes ObjectScopes
|
||||
/// @{
|
||||
|
||||
IKARUS_BEGIN_HEADER
|
||||
|
||||
/// \brief The global scope of all entities.
|
||||
struct IkarusEntityScope {
|
||||
/// \private \brief Empty structs aren't allowed in C, so we need a dummy field.
|
||||
short _dummy;
|
||||
};
|
||||
|
||||
/// \brief Creates a entity scope.
|
||||
/// \return The created entity scope.
|
||||
IKA_API IkarusEntityScope ikarus_entity_scope_create();
|
||||
|
||||
IKARUS_END_HEADER
|
||||
|
||||
// @}
|
||||
84
include/ikarus/scopes/object_scope.h
Normal file
84
include/ikarus/scopes/object_scope.h
Normal file
|
|
@ -0,0 +1,84 @@
|
|||
#pragma once
|
||||
|
||||
// IMPLEMENTATION_DETAIL_OBJECT_SCOPES
|
||||
|
||||
/// \file object_scope.h
|
||||
/// \author Folling <mail@folling.io>
|
||||
|
||||
#include <ikarus/macros.h>
|
||||
#include <ikarus/scopes/blueprint_scope.h>
|
||||
#include <ikarus/scopes/entity_scope.h>
|
||||
#include <ikarus/scopes/property_scope.h>
|
||||
|
||||
/// \defgroup object_scopes Object Scopes
|
||||
/// \brief Scopes define where objects belong to.
|
||||
/// \details They are required to differentiate between different types of objects with NULL as their parent.
|
||||
/// @{
|
||||
|
||||
IKARUS_BEGIN_HEADER
|
||||
|
||||
/// \private \brief The data for an object scope.
|
||||
union IkarusObjectScopeData {
|
||||
/// \private \brief The blueprint data of the scope.
|
||||
IkarusBlueprintScope _blueprint;
|
||||
/// \private \brief The property data of the scope.
|
||||
IkarusPropertyScope _property;
|
||||
/// \private \brief The entity data of the scope.
|
||||
IkarusEntityScope _entity;
|
||||
};
|
||||
|
||||
/// The type of an object scope.
|
||||
enum IkarusObjectScopeType {
|
||||
/// \brief The scope is a blueprint scope.
|
||||
IkarusObjectScopeType_Blueprint,
|
||||
/// \brief The scope is a property scope.
|
||||
IkarusObjectScopeType_Property,
|
||||
/// \brief The scope is an entity scope.
|
||||
IkarusObjectScopeType_Entity
|
||||
};
|
||||
|
||||
/// \brief The scope of an object.
|
||||
struct IkarusObjectScope {
|
||||
/// \private \brief Represents the type of the scope.
|
||||
IkarusObjectScopeType _type;
|
||||
/// \private \brief Represents the data of the scope.
|
||||
IkarusObjectScopeData _data;
|
||||
};
|
||||
|
||||
/// \brief Converts a blueprint scope to an object scope.
|
||||
/// \param scope The scope to convert.
|
||||
/// \return The converted scope.
|
||||
IKA_API IkarusObjectScope ikarus_blueprint_scope_to_object_scope(IkarusBlueprintScope scope);
|
||||
|
||||
/// \brief Converts a property scope to an object scope.
|
||||
/// \param scope The scope to convert.
|
||||
/// \return The converted scope.
|
||||
IKA_API IkarusObjectScope ikarus_property_scope_to_object_scope(IkarusPropertyScope scope);
|
||||
|
||||
/// Converts an entity scope to an object scope.
|
||||
/// \param scope The scope to convert.
|
||||
/// \return The converted scope.
|
||||
IKA_API IkarusObjectScope ikarus_entity_scope_to_object_scope(IkarusEntityScope scope);
|
||||
|
||||
/// \brief Fetches the type of an object scope.
|
||||
/// \param scope The scope to fetch the type of.
|
||||
/// \return The type of the scope.
|
||||
IKA_API IkarusObjectScopeType ikarus_object_scope_get_type(IkarusObjectScope scope);
|
||||
|
||||
/// \brief Visits an object scope, calling the appropriate function.
|
||||
/// \param scope The scope to visit.
|
||||
/// \param blueprint The function to call if the scope is an #IkarusBlueprintScope.
|
||||
/// \param property The function to call if the scope is an #IkarusPropertyScope.
|
||||
/// \param entity The function to call if the scope is an #IkarusEntityScope.
|
||||
/// \remark function pointers may be null in which case they are not called.
|
||||
IKA_API void ikarus_object_scope_visit(
|
||||
IkarusObjectScope scope,
|
||||
void (*blueprint)(IkarusBlueprintScope, void *),
|
||||
void (*property)(IkarusPropertyScope, void *),
|
||||
void (*entity)(IkarusEntityScope, void *),
|
||||
void * data
|
||||
);
|
||||
|
||||
/// @}
|
||||
|
||||
IKARUS_END_HEADER
|
||||
65
include/ikarus/scopes/property_scope.h
Normal file
65
include/ikarus/scopes/property_scope.h
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
#pragma once
|
||||
|
||||
/// \file property_scope.h
|
||||
/// \author Folling <mail@folling.io>
|
||||
|
||||
#include <ikarus/id.h>
|
||||
#include <ikarus/macros.h>
|
||||
#include <ikarus/objects/blueprint.h>
|
||||
#include <ikarus/objects/entity.h>
|
||||
|
||||
/// \addtogroup object_scopes ObjectScopes
|
||||
/// @{
|
||||
|
||||
IKARUS_BEGIN_HEADER
|
||||
|
||||
/// \brief Data for a property scope. This can either be a blueprint or an entity.
|
||||
union IkarusPropertyScopeData {
|
||||
/// \private \brief The blueprint the property is scoped to.
|
||||
IkarusBlueprint _blueprint;
|
||||
/// \private \brief The entity the property is scoped to.
|
||||
IkarusEntity _entity;
|
||||
};
|
||||
|
||||
/// \brief The type of a property scope. This can either be a blueprint or an entity.
|
||||
enum IkarusPropertyScopeType {
|
||||
/// \brief The property is scoped to a blueprint.
|
||||
IkarusPropertyScopeType_Blueprint,
|
||||
/// \brief The property is scoped to an entity.
|
||||
IkarusPropertyScopeType_Entity
|
||||
};
|
||||
|
||||
/// \brief The scope of a property
|
||||
struct IkarusPropertyScope {
|
||||
/// \private \brief Represents the type of the scope.
|
||||
IkarusPropertyScopeType _type;
|
||||
/// \private \brief Represents the data of the scope.
|
||||
IkarusPropertyScopeData _data;
|
||||
};
|
||||
|
||||
/// \brief Creates a property scope from a blueprint.
|
||||
/// \param blueprint The blueprint the property is scoped to.
|
||||
/// \return The created property scope.
|
||||
IKA_API IkarusPropertyScope ikarus_property_scope_create_blueprint(IkarusBlueprint blueprint);
|
||||
/// \brief Creates a property scope from a entity.
|
||||
/// \param entity The entity the property is scoped to.
|
||||
/// \return The created property scope.
|
||||
IKA_API IkarusPropertyScope ikarus_property_scope_create_entity(IkarusEntity entity);
|
||||
|
||||
/// \brief Fetches the type of an property scope.
|
||||
/// \param scope The scope to fetch the type of.
|
||||
/// \return The type of the scope.
|
||||
IKA_API IkarusPropertyScopeType ikarus_property_scope_get_type(IkarusPropertyScope scope);
|
||||
|
||||
/// \brief Visits a property scope, calling the appropriate function.
|
||||
/// \param scope The scope to to visit
|
||||
/// \param blueprint The function to call if the property is scoped to a blueprint.
|
||||
/// \param entity The function to call if the property is scoped to an entity.
|
||||
/// \param data Optional data to pass to the functions.
|
||||
void ikarus_property_scope_visit(
|
||||
IkarusPropertyScope scope, void (*blueprint)(IkarusBlueprint, void *), void (*entity)(IkarusEntity, void *), void * data
|
||||
);
|
||||
|
||||
IKARUS_END_HEADER
|
||||
|
||||
// @}
|
||||
|
|
@ -1,164 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
// IMPLEMENTATION_DETAIL_OBJECT_TYPES
|
||||
// IMPLEMENTATION_DETAIL_LAZY_VALUE_CREATION
|
||||
// IMPLEMENTATION_DETAIL_PROPERTY_TYPES
|
||||
|
||||
/// \file id.h
|
||||
/// \author Folling <mail@folling.io>
|
||||
|
||||
/// \defgroup object Objects
|
||||
/// \brief Objects are a compound type of all types of objects in the database.
|
||||
/// \details The following objects currently exist:
|
||||
/// - blueprints
|
||||
/// - properties
|
||||
/// - entities
|
||||
/// - blueprint folders
|
||||
/// - property folders
|
||||
/// - entity folders
|
||||
/// @{
|
||||
|
||||
#include <ikarus/types/id.h>
|
||||
|
||||
IKARUS_BEGIN_HEADER
|
||||
|
||||
/// \brief A blueprint object.
|
||||
/// \details A blueprint is a collection of properties which can be linked to entities.
|
||||
/// Each entity the blueprint is linked to will have values for the blueprints properties.
|
||||
struct IkarusBlueprint {
|
||||
IkarusId id;
|
||||
};
|
||||
|
||||
/// \brief Properties are the placeholders of values for entities.
|
||||
/// \details Each entity can have any number of properties.
|
||||
/// Every property has a type that identifies the kind of data that can be put in.
|
||||
///
|
||||
/// The following types currently exist:
|
||||
/// - Toggle: A true/false boolean-like value
|
||||
/// - Number: An arbitrary numeric value
|
||||
/// - Text: An arbitrary textual value
|
||||
///
|
||||
/// Property Examples:
|
||||
/// - Is Dead (Toggle)
|
||||
/// - Age (Number)
|
||||
/// - ISBN (Text)
|
||||
///
|
||||
/// Every property has settings which can be used to customise the property further.
|
||||
/// Two settings that are shared among all properties are the following:
|
||||
/// - Multiple
|
||||
/// - Allow undefined
|
||||
///
|
||||
/// The former transforms a property into a list. Instead of one number, you could then specify a series of numbers.
|
||||
/// The latter allows you to specify an "unknown" value for a property.
|
||||
/// It might not be known if a character is dead or not for example.
|
||||
///
|
||||
/// Each entity associated with the property has a value for it.
|
||||
///
|
||||
/// Properties can also be added to blueprints in which case they are available for all entities associated with the
|
||||
/// blueprint.
|
||||
///
|
||||
/// We call properties within entities "Entity Properties" and properties within blueprints "Blueprint Properties".
|
||||
///
|
||||
/// \remark Values for properties are lazily created as space saving measure.
|
||||
/// Fetching the value for some property of some entity will return the property's default value if none is specified.
|
||||
/// This default value is specified when the property is created and can be updated later.
|
||||
///
|
||||
/// \remark Properties' tree structures are scoped to the entity or blueprint they are associated with.
|
||||
struct IkarusProperty {
|
||||
/// \private \brief The ID of the property.
|
||||
IkarusId id;
|
||||
};
|
||||
|
||||
/// \brief Entities are the core building blocks of Ikarus.
|
||||
/// \detials Blueprints and Properties define the structure of the data.
|
||||
/// Entities define the data itself.
|
||||
///
|
||||
/// Properties can be associated with Entities in two ways:
|
||||
/// - Directly: The property is linked to the entity.
|
||||
/// - Indirectly: The property is linked to a blueprint of the entity.
|
||||
///
|
||||
/// For each property an entity is linked to, it has a value. These values depend on the property's type.
|
||||
/// For more information on the types see the property documentation.
|
||||
///
|
||||
/// Values are the core type of data within Ikarus.
|
||||
/// Each value is associated with one page and one property.
|
||||
///
|
||||
/// \remark Values are typed, the type of a value is specified by its associated property.
|
||||
/// For more information on the types see the property documentation.
|
||||
///
|
||||
/// \remark Values are guaranteed to be in valid format for a given type
|
||||
/// but not guaranteed to be valid under the settings of the property.
|
||||
/// This is because changing the settings can invalidate existing values without resetting them.
|
||||
struct IkarusEntity {
|
||||
/// \private \brief The ID of the entity.
|
||||
IkarusId id;
|
||||
};
|
||||
|
||||
/// \brief A blueprint folder.
|
||||
/// \see Folder
|
||||
struct IkarusBlueprintFolder {
|
||||
/// \private \brief The ID of the folder.
|
||||
IkarusId id;
|
||||
};
|
||||
|
||||
/// \brief A property folder.
|
||||
/// \remark Property folders are scoped to the blueprint or entity they are associated with.
|
||||
/// \see Folder
|
||||
struct IkarusPropertyFolder {
|
||||
/// \private \brief The ID of the folder.
|
||||
IkarusId id;
|
||||
};
|
||||
|
||||
/// \brief An entity folder.
|
||||
/// \see Folder
|
||||
struct IkarusEntityFolder {
|
||||
/// \private \brief The ID of the folder.
|
||||
IkarusId id;
|
||||
};
|
||||
|
||||
/// \private \brief The data of a folder.
|
||||
union IkarusFolderData {
|
||||
/// \private \brief The blueprint folder data of the folder.
|
||||
IkarusBlueprintFolder blueprint_folder;
|
||||
/// \private \brief The property folder data of the folder.
|
||||
IkarusPropertyFolder property_folder;
|
||||
/// \private \brief The entity folder data of the folder.
|
||||
IkarusEntityFolder entity_folder;
|
||||
};
|
||||
|
||||
/// \brief A generic folder. Similar to how Objects wrap all types of objects, Folders wrap all types of folders.
|
||||
struct IkarusFolder {
|
||||
/// \private \brief The data of the folder.
|
||||
IkarusFolderData data;
|
||||
|
||||
/// \private \brief The type of the folder.
|
||||
IkarusFolderType type;
|
||||
};
|
||||
|
||||
/// \private \brief The data of an object.
|
||||
union IkarusObjectData {
|
||||
/// \private \brief The blueprint data of the object.
|
||||
IkarusBlueprint blueprint;
|
||||
/// \private \brief The property data of the object.
|
||||
IkarusProperty property;
|
||||
/// \private \brief The entity data of the object.
|
||||
IkarusEntity entity;
|
||||
/// \private \brief The blueprint folder data of the object.
|
||||
IkarusBlueprintFolder blueprint_folder;
|
||||
/// \private \brief The property folder data of the object.
|
||||
IkarusPropertyFolder property_folder;
|
||||
/// \private \brief The entity folder data of the object.
|
||||
IkarusEntityFolder entity_folder;
|
||||
};
|
||||
|
||||
/// \brief A generic object. Wraps all types of objects, including folders.
|
||||
struct IkarusObject {
|
||||
/// \private \brief The data of the object.
|
||||
IkarusObjectData data;
|
||||
/// \private \brief The type of the object.
|
||||
IkarusObjectType type;
|
||||
};
|
||||
|
||||
// @}
|
||||
|
||||
IKARUS_END_HEADER
|
||||
|
|
@ -1,149 +0,0 @@
|
|||
// IMPLEMENTATION_DETAIL_OBJECT_SCOPES, IMPLEMENTATION_DETAIL_TREE_LAYOUT
|
||||
|
||||
/// \file object_scope.h
|
||||
/// \author Folling <mail@folling.io>
|
||||
|
||||
/// \defgroup object_scopes Object Scopes
|
||||
/// \brief Scopes define where objects belong to.
|
||||
/// \details They are required to differentiate between different types of objects with NULL as their parent.
|
||||
/// @{
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <ikarus/macros.h>
|
||||
#include <ikarus/types/object.h>
|
||||
|
||||
IKARUS_BEGIN_HEADER
|
||||
|
||||
/// \brief The global scope of all blueprints.
|
||||
struct IkarusBlueprintScope {
|
||||
/// \private \brief Empty structs aren't allowed in C, so we need a dummy field.
|
||||
short _dummy;
|
||||
};
|
||||
|
||||
/// \brief Data for a property scope. This can either be a blueprint or an entity.
|
||||
union IkarusPropertyScopeData {
|
||||
/// \private \brief The blueprint the property is scoped to.
|
||||
IkarusBlueprint _blueprint;
|
||||
/// \private \brief The entity the property is scoped to.
|
||||
IkarusEntity _entity;
|
||||
};
|
||||
|
||||
/// \brief The type of a property scope. This can either be a blueprint or an entity.
|
||||
enum IkarusPropertyScopeType {
|
||||
/// \brief The property is scoped to a blueprint.
|
||||
IkarusPropertyScopeType_Blueprint,
|
||||
/// \brief The property is scoped to an entity.
|
||||
IkarusPropertyScopeType_Entity
|
||||
};
|
||||
|
||||
/// \brief The scope of a property
|
||||
struct IkarusPropertyScope {
|
||||
/// \private \brief Represents the type of the scope.
|
||||
IkarusPropertyScopeType _type;
|
||||
/// \private \brief Represents the data of the scope.
|
||||
IkarusPropertyScopeData _data;
|
||||
};
|
||||
|
||||
/// The global scope of all entities.
|
||||
struct IkarusEntityScope {
|
||||
/// \private \brief Empty structs aren't allowed in C, so we need a dummy field.
|
||||
short _dummy;
|
||||
};
|
||||
|
||||
/// \private \brief The data for an object scope.
|
||||
union IkarusObjectScopeData {
|
||||
/// \private \brief The blueprint data of the scope.
|
||||
IkarusBlueprintScope _blueprint;
|
||||
/// \private \brief The property data of the scope.
|
||||
IkarusPropertyScope _property;
|
||||
/// \private \brief The entity data of the scope.
|
||||
IkarusEntityScope _entity;
|
||||
};
|
||||
|
||||
/// The type of an object scope.
|
||||
enum IkarusObjectScopeType {
|
||||
/// \brief The scope is a blueprint scope.
|
||||
IkarusObjectScopeType_Blueprint,
|
||||
/// \brief The scope is a property scope.
|
||||
IkarusObjectScopeType_Property,
|
||||
/// \brief The scope is an entity scope.
|
||||
IkarusObjectScopeType_Entity
|
||||
};
|
||||
|
||||
/// \brief The scope of an object.
|
||||
struct IkarusObjectScope {
|
||||
/// \private \brief Represents the type of the scope.
|
||||
IkarusObjectScopeType _type;
|
||||
/// \private \brief Represents the data of the scope.
|
||||
IkarusObjectScopeData _data;
|
||||
};
|
||||
|
||||
/// \brief Creates a blueprint scope.
|
||||
/// \return The created blueprint scope.
|
||||
IKA_API IkarusBlueprintScope ikarus_blueprint_scope_create();
|
||||
/// \brief Converts a blueprint scope to an object scope.
|
||||
/// \param scope The scope to convert.
|
||||
/// \return The converted scope.
|
||||
IKA_API IkarusObjectScope ikarus_blueprint_scope_to_object_scope(IkarusBlueprintScope const * scope);
|
||||
|
||||
/// \brief Creates a property scope from a blueprint.
|
||||
/// \param blueprint The blueprint the property is scoped to.
|
||||
/// \return The created property scope.
|
||||
IKA_API IkarusPropertyScope ikarus_property_scope_create_blueprint(IkarusBlueprint const * blueprint);
|
||||
/// \brief Creates a property scope from a entity.
|
||||
/// \param entity The entity the property is scoped to.
|
||||
/// \return The created property scope.
|
||||
IKA_API IkarusPropertyScope ikarus_property_scope_create_entity(IkarusEntity const * entity);
|
||||
/// \brief Converts a property scope to an object scope.
|
||||
/// \param scope The scope to convert.
|
||||
/// \return The converted scope.
|
||||
IKA_API IkarusObjectScope ikarus_property_scope_to_object_scope(IkarusPropertyScope const * scope);
|
||||
|
||||
/// \brief Fetches the type of an property scope.
|
||||
/// \param scope The scope to fetch the type of.
|
||||
/// \return The type of the scope.
|
||||
IKA_API IkarusPropertyScopeType ikarus_property_scope_get_type(IkarusPropertyScope const * scope);
|
||||
|
||||
/// \brief Visits a property scope, calling the appropriate function.
|
||||
/// \param scope The scope to to visit
|
||||
/// \param blueprint The function to call if the property is scoped to a blueprint.
|
||||
/// \param entity The function to call if the property is scoped to an entity.
|
||||
/// \param data Optional data to pass to the functions.
|
||||
void ikarus_property_scope_visit(
|
||||
IkarusPropertyScope const * scope,
|
||||
void (*blueprint)(IkarusBlueprint const *, void *),
|
||||
void (*entity)(IkarusEntity const *, void *),
|
||||
void * data
|
||||
);
|
||||
|
||||
/// \brief Creates an entity scope.
|
||||
/// \return The created entity scope.
|
||||
IKA_API IkarusEntityScope ikarus_entity_scope_create();
|
||||
/// Converts an entity scope to an object scope.
|
||||
/// \param scope The scope to convert.
|
||||
/// \return The converted scope.
|
||||
IKA_API IkarusObjectScope ikarus_entity_scope_to_object_scope(IkarusEntityScope const * scope);
|
||||
|
||||
/// \brief Fetches the type of an object scope.
|
||||
/// \param scope The scope to fetch the type of.
|
||||
/// \return The type of the scope.
|
||||
IKA_API IkarusObjectScopeType ikarus_object_scope_get_type(IkarusObjectScope const * scope);
|
||||
|
||||
/// \brief Visits an object scope, calling the appropriate function.
|
||||
/// \param scope The scope to visit.
|
||||
/// \param blueprint The function to call if the scope is an #IkarusBlueprintScope.
|
||||
/// \param property The function to call if the scope is an #IkarusPropertyScope.
|
||||
/// \param entity The function to call if the scope is an #IkarusEntityScope.
|
||||
/// \remark function pointers may be null in which case they are not called.
|
||||
IKA_API void ikarus_object_scope_visit(
|
||||
IkarusObjectScope const * scope,
|
||||
void (*blueprint)(IkarusBlueprintScope const *, void *),
|
||||
void (*property)(IkarusPropertyScope const *, void *),
|
||||
void (*entity)(IkarusEntityScope const *, void *),
|
||||
void * data
|
||||
);
|
||||
|
||||
/// @}
|
||||
|
||||
IKARUS_END_HEADER
|
||||
|
|
@ -1,73 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include <ikarus/macros.h>
|
||||
|
||||
IKARUS_BEGIN_HEADER
|
||||
|
||||
/// \defgroup object_types ObjectTypes
|
||||
/// \brief ObjectTypes are used to identify the type of objects.
|
||||
/// @{
|
||||
|
||||
/// \brief The type of a folder.
|
||||
/// \remark These values are identical to the associated values of IkarusObjectType.
|
||||
enum IkarusFolderType {
|
||||
/// \brief Not a folder or no folder.
|
||||
IkarusFolderType_None = 0,
|
||||
/// \brief An IkarusBlueprintFolder
|
||||
IkarusFolderType_BlueprintFolder = 17,
|
||||
/// \brief An IkarusPropertyFolder
|
||||
IkarusFolderType_PropertyFolder = 18,
|
||||
/// \brief An IkarusEntityFolder
|
||||
IkarusFolderType_EntityFolder = 19,
|
||||
};
|
||||
|
||||
/// \brief The type of an object.
|
||||
/// \remark Folders have the 4th bit set.
|
||||
enum IkarusObjectType {
|
||||
/// \brief Not an object or no object.
|
||||
IkarusObjectType_None = 0,
|
||||
/// \brief An IkarusBlueprint.
|
||||
IkarusObjectType_Blueprint = 1,
|
||||
/// \brief An IkarusProperty.
|
||||
IkarusObjectType_Property = 2,
|
||||
/// \brief An IkarusEntity.
|
||||
IkarusObjectType_Entity = 3,
|
||||
/// \brief An IkarusBlueprintFolder
|
||||
IkarusObjectType_BlueprintFolder = IkarusFolderType_BlueprintFolder,
|
||||
/// \brief An IkarusPropertyFolder
|
||||
IkarusObjectType_PropertyFolder = IkarusFolderType_PropertyFolder,
|
||||
/// \brief An IkarusEntityFolder
|
||||
IkarusObjectType_EntityFolder = IkarusFolderType_EntityFolder,
|
||||
};
|
||||
|
||||
// because of the nature of bitsets, the largest possible object-type is 31
|
||||
/// \brief A bitset of IkarusObjectType%s.
|
||||
enum IkarusObjectTypes {
|
||||
/// \brief No object type.
|
||||
IkarusObjectTypes_None = 0,
|
||||
/// \brief An IkarusBlueprint.
|
||||
IkarusObjectTypes_Blueprint = 1 << IkarusObjectType_Blueprint,
|
||||
/// \brief An IkarusProperty.
|
||||
IkarusObjectTypes_Property = 1 << IkarusObjectType_Property,
|
||||
/// \brief An IkarusEntity.
|
||||
IkarusObjectTypes_Entity = 1 << IkarusObjectType_Entity,
|
||||
/// \brief An IkarusBlueprintFolder
|
||||
IkarusObjectTypes_BlueprintFolder = 1 << IkarusObjectType_BlueprintFolder,
|
||||
/// \brief An IkarusPropertyFolder
|
||||
IkarusObjectTypes_PropertyFolder = 1 << IkarusObjectType_PropertyFolder,
|
||||
/// \brief An IkarusEntityFolder
|
||||
IkarusObjectTypes_EntityFolder = 1 << IkarusObjectType_EntityFolder,
|
||||
};
|
||||
|
||||
/// \brief Converts an IkarusFolderType to an IkarusObjectType.
|
||||
/// \param type The IkarusFolderType to convert.
|
||||
/// \return The converted IkarusObjectType, representing the folder type.
|
||||
IKA_API IkarusObjectType ikarus_folder_type_to_object_type(IkarusFolderType type);
|
||||
/// \brief Converts an IkarusObjectType to a bitset of IkarusObjectTypes.
|
||||
/// \param type The IkarusObjectType to convert.
|
||||
/// \return The converted IkarusObjectTypes, representing the object type.
|
||||
IKA_API IkarusObjectTypes ikarus_object_type_to_bitset(IkarusObjectType type);
|
||||
|
||||
// @}
|
||||
|
||||
IKARUS_END_HEADER
|
||||
|
|
@ -2,9 +2,12 @@
|
|||
|
||||
// IMPLEMENTATION_DETAIL_PROPERTY_TYPES
|
||||
|
||||
/// \file value.h
|
||||
/// \author Folling <mail@folling.io>
|
||||
|
||||
#include <ikarus/macros.h>
|
||||
#include <ikarus/objects/property.h>
|
||||
#include <ikarus/stdtypes.h>
|
||||
#include <ikarus/types/property_type.h>
|
||||
|
||||
IKARUS_BEGIN_HEADER
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue