implement blueprint functionality & streamline API

Signed-off-by: Folling <mail@folling.io>
This commit is contained in:
Folling 2023-11-18 02:10:38 +01:00 committed by Folling
parent 8be368f461
commit bdd4b4db95
No known key found for this signature in database
9 changed files with 175 additions and 229 deletions

View file

@ -28,55 +28,13 @@ struct IkarusBlueprint;
/// \remark Must be freed using #ikarus_free.
IKA_API IkarusBlueprint * ikarus_blueprint_create(struct IkarusProject * project, char const * name);
/// \brief Creates a blueprint from an entity.
/// \details The created blueprint will have the same properties as the entity.
/// \param entity The entity to create the blueprint from.
/// \pre \li Must not be null.
/// \param link_entity If true, the entity will be linked to the blueprint. If not they will remain separate.
/// \param name The name of the blueprint. Must not be empty.
/// \pre \li Must not be null.
/// \pre \li Must not be empty.
/// \return The created blueprint or null if an error occurs.
/// \remark Must be freed using #ikarus_free.
IKA_API IkarusBlueprint * ikarus_blueprint_create_from_entity(
struct IkarusEntity * entity, bool link_entity, char const * name
);
/// \brief Copies a blueprint.
/// \details Creates a deep copy of the blueprint including all of its properties.
/// \param blueprint The blueprint to copy.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param name The name of the blueprint.
/// \pre \li Must not be null.
/// \pre \li Must not be empty.
/// \return The created blueprint or null if an error occurs.
/// \remark Linked entities won't be copied.
/// \remark Must be freed using #ikarus_free.
IKA_API IkarusBlueprint * ikarus_blueprint_copy(IkarusBlueprint const * blueprint, char const * name);
/// \brief Deletes a blueprint.
/// \brief Deletes & frees a blueprint.
/// \param blueprint The blueprint to delete.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \remark The blueprint must not be accessed after deletion.
IKA_API void ikarus_blueprint_delete(IkarusBlueprint * blueprint);
/// \brief Gets the project of a blueprint.
/// \param blueprint The blueprint to get the project of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return The project of the blueprint or null if an error occurs.
IKA_API struct IkarusProject * ikarus_blueprint_get_project(IkarusBlueprint const * blueprint);
/// \brief Gets the name of a blueprint.
/// \param blueprint The blueprint to get the name of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return The name of the blueprint or null if an error occurs.
/// \remark The returned pointer is valid until the blueprint is freed but may be invalidated by other operations.
IKA_API char const * ikarus_blueprint_get_name(IkarusBlueprint const * blueprint);
/// \brief Gets the number of properties of a blueprint.
/// \param blueprint The blueprint to get the number of properties of.
/// \pre \li Must not be null.
@ -113,26 +71,13 @@ IKA_API void ikarus_blueprint_get_linked_entities(
IkarusBlueprint const * blueprint, struct IkarusEntity ** entities_out, size_t entities_out_size
);
/// \brief Sets the name of a blueprint.
/// \param blueprint The blueprint to set the name of.
/// \brief Casts a blueprint to an object.
/// \param blueprint The blueprint to cast.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param new_name The new name of the blueprint.
/// \pre \li Must not be null.
/// \pre \li Must not be empty.
IKA_API void ikarus_blueprint_set_name(IkarusBlueprint * blueprint, char const * new_name);
/// \brief Compares two blueprints.
/// \param left The left blueprint to compare.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param right The right blueprint to compare.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return True if the two blueprints are equal, false otherwise.
/// \remark This neither performs a pointer comparison nor a deep comparison. When we say "equal" we mean that the two
/// blueprints reference the same blueprint in the same project.
IKA_API bool ikarus_blueprint_is_equal(IkarusBlueprint const * left, IkarusBlueprint const * right);
/// \return The blueprint represented as an object or null if an error occurs.
/// \remark This operation is guaranteed to be very fast and is intended to be used frequently.
IKA_API struct IkarusObject * ikarus_blueprint_to_object(IkarusBlueprint const * blueprint);
IKARUS_END_HEADER

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@ -58,25 +58,6 @@ IKA_API IkarusEntity * ikarus_entity_create(
size_t blueprints_count
);
/// \brief Copies an entity.
/// \details Creates a deep copy of the entity including all of its properties & associated values.
/// \param entity The entity to copy.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param parent The parent folder of the entity.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param position The position of the entity in the parent folder. \see #FolderPosition
/// \pre \li Must be within bounds for the parent folder.
/// \param name The name of the entity.
/// \pre \li Must not be null.
/// \pre \li Must not be empty.
/// \return The created entity or null if an error occurs.
/// \remark Must be freed using #ikarus_free.
IKA_API IkarusEntity * ikarus_entity_copy(
struct IkarusEntity * entity, struct IkarusEntityFolder * parent, size_t position, char const * name
);
/// \brief Deletes an entity.
/// \param entity The entity to delete.
/// \pre \li Must not be null.
@ -117,43 +98,6 @@ IKA_API void ikarus_entity_link_to_blueprint(IkarusEntity * entity, struct Ikaru
/// \remark No-op if the entity is not linked to the blueprint.
IKA_API void ikarus_entity_unlink_from_blueprint(IkarusEntity * entity, struct IkarusBlueprint * blueprint);
/// \brief Gets the project of an entity.
/// \param entity The entity to get the project of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return The project of the entity or null if an error occurs.
IKA_API struct IkarusProject * ikarus_entity_get_project(IkarusEntity const * entity);
/// \brief Gets the parent folder of an entity.
/// \param entity The entity to get the parent folder of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return The parent folder of the entity or null if an error occurs.
IKA_API struct IkarusEntityFolder * ikarus_entity_get_parent(IkarusEntity const * entity);
/// \brief Gets the position of an entity within its parent folder.
/// \param entity The entity to get the position of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return The position of the entity or undefined if an error occurs.
IKA_API size_t ikarus_entity_get_position(IkarusEntity const * entity);
/// \brief Gets the name of an entity.
/// \param entity The entity to get the name of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return The name of the entity or null if an error occurs.
/// \remark The returned pointer is valid until the entity is freed but may be invalidated by other operations.
IKA_API char const * ikarus_entity_get_name(IkarusEntity const * entity);
/// \brief Gets the property root folder of an entity.
/// \param entity The entity to get the root folder of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return The root folder of all properties of the entity or null if an error occurs.
/// \remark Must be freed using #ikarus_free.
IKA_API struct IkarusPropertyFolder * ikarus_entity_get_property_root_folder(IkarusEntity const * entity);
/// \brief Gets the number of properties of an entity.
/// \param entity The entity to get the number of properties of.
/// \pre \li Must not be null.
@ -184,36 +128,6 @@ IKA_API void ikarus_entity_get_properties(
/// \remark Must be freed using #ikarus_free.
IKA_API struct IkarusEntityValue * get_value(IkarusEntity const * entity, struct IkarusProperty const * property);
/// \brief Sets the parent folder of an entity.
/// \param entity The entity to set the parent folder of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param new_parent The new parent folder of the entity.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param new_position The new position of the entity in the parent folder. \see #FolderPosition
/// \pre \li Must be within bounds for the parent folder.
/// \remark This adjusts the positions of old and new siblings.
IKA_API void ikarus_entity_set_parent(IkarusEntity * entity, struct IkarusEntityFolder * new_parent, size_t new_position);
/// \brief Sets the position of an entity within its parent folder.
/// \param entity The entity to set the position of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param new_position The new position of the entity. \see #FolderPosition
/// \pre \li Must be within bounds for the parent folder.
/// \remark This adjusts the positions of siblings.
IKA_API void ikarus_entity_set_position(IkarusEntity * entity, size_t new_position);
/// \brief Sets the name of an entity.
/// \param entity The entity to set the name of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param new_name The new name of the entity.
/// \pre \li Must not be null.
/// \pre \li Must not be empty.
IKA_API void ikarus_entity_set_name(IkarusEntity * entity, char const * new_name);
/// \brief Sets the value of a property of an entity.
/// \param entity The entity to set the value of.
/// \pre \li Must not be null.
@ -231,17 +145,13 @@ IKA_API void ikarus_entity_set_value(
IkarusEntity * entity, struct IkarusProperty const * property, struct IkarusValue * value, bool validate_settings
);
/// \brief Compares two entities.
/// \param left The left entity to compare.
/// \brief Casts an entity to an object.
/// \param entity The entity to cast.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param right The right entity to compare.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return True if the two entities are equal, false otherwise.
/// \remark This neither performs a pointer comparison nor a deep comparison. When we say "equal" we mean that the two
/// entities reference the same entity in the same project.
IKA_API bool ikarus_entity_is_equal(IkarusEntity const * left, IkarusEntity const * right);
/// \return The entity represented as an object or null if an error occurs.
/// \remark This operation is guaranteed to be very fast and is intended to be used frequently.
IKA_API struct IkarusObject * ikarus_entity_to_object(IkarusEntity const * entity);
IKARUS_END_HEADER

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@ -73,23 +73,6 @@ IKA_API struct IkarusProperty * ikarus_property_create(
struct IkarusPropertyTypeInfo * property_info
);
/// \brief Copies a property.
/// \details Creates a deep copy of the property including all of its settings and associated values.
/// \param property The property to copy.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param source The source to copy the property to.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param name The name of the property.
/// \pre \li Must not be null.
/// \pre \li Must not be empty.
/// \return The created property or null if an error occurs.
/// \remark Must be freed using #ikarus_free.
IKA_API struct IkarusProperty * ikarus_property_copy(
struct IkarusProperty * property, struct IkarusPropertySource * source, char const * name
);
/// \brief Deletes a property.
/// \param property The property to delete.
/// \pre \li Must not be null.
@ -97,21 +80,6 @@ IKA_API struct IkarusProperty * ikarus_property_copy(
/// \remark The property must not be accessed after deletion.
IKA_API void ikarus_property_delete(struct IkarusProperty * property);
/// \brief Gets the project of a property.
/// \param property The property to get the project of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return The project of the property or null if an error occurs.
IKA_API struct IkarusProject * ikarus_property_get_project(IkarusProperty const * property);
/// \brief Gets the name of a property.
/// \param property The property to get the name of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return The name of the property or null if an error occurs.
/// \remark The returned pointer is valid until the property is freed but may be invalidated by other operations.
IKA_API char const * ikarus_property_get_name(IkarusProperty const * property);
/// \brief Gets the type info of a property.
/// \param property The property to get the type info of.
/// \pre \li Must not be null.
@ -136,15 +104,6 @@ IKA_API struct IkarusPropertySource * ikarus_property_get_source(IkarusProperty
/// \remark Must be freed using #ikarus_free.
IKA_API struct IkarusValue * ikarus_property_get_default_value(IkarusProperty const * property);
/// \brief Sets the name of a property.
/// \param property The property to set the name of.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param new_name The new name of the property.
/// \pre \li Must not be null.
/// \pre \li Must not be empty.
IKA_API void ikarus_property_set_name(IkarusProperty * property, char const * new_name);
/// \brief Sets the type info of a property and resets all values to the new default value.
/// \param property The property to set the type info of.
/// \pre \li Must not be null.
@ -156,17 +115,13 @@ IKA_API void ikarus_property_set_type_info(
IkarusProperty * property, struct IkarusPropertyTypeInfo new_type_info, bool attempt_conversion
);
/// \brief Compares two properties.
/// \param left The left property to compare.
/// \brief Casts a property to an object.
/// \param property The property to cast.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \param right The right property to compare.
/// \pre \li Must not be null.
/// \pre \li Must exist.
/// \return True if the two properties are equal, false otherwise.
/// \remark This neither performs a pointer comparison nor a deep comparison. When we say "equal" we mean that the two
/// properties reference the same property in the same project.
IKA_API bool ikarus_property_is_equal(IkarusProperty const * left, IkarusProperty const * right);
/// \return The property represented as an object or null if an error occurs.
/// \remark This operation is guaranteed to be very fast and is intended to be used frequently.
IKA_API struct IkarusObject * ikarus_property_to_object(IkarusProperty const * property);
IKARUS_END_HEADER

135
src/objects/blueprint.cpp Normal file
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@ -0,0 +1,135 @@
#include "blueprint.hpp"
#include <cppbase/logger.hpp>
#include <cppbase/result.hpp>
#include <cppbase/strings.hpp>
#include <ikarus/objects/blueprint.h>
#include <ikarus/objects/entity.h>
#include <ikarus/objects/object_type.h>
#include <id.hpp>
#include <objects/entity.hpp>
#include <objects/property.hpp>
#include <persistence/project.hpp>
IkarusBlueprint * ikarus_blueprint_create(struct IkarusProject * project, char const * name) {
LOG_INFO("creating new blueprint");
if (project == nullptr) {
LOG_ERROR("project is nullptr");
return nullptr;
}
LOG_VERBOSE("project={}; name={}", project->path.c_str(), name);
if (name == nullptr) {
LOG_ERROR("name is nullptr");
return nullptr;
}
if (cppbase::is_empty_or_blank(name)) {
LOG_ERROR("name is empty or blank");
return nullptr;
}
VTRYRV(auto id, nullptr, project->db->transact([name](auto * db) -> cppbase::Result<IkarusId, sqlitecpp::TransactionError> {
LOG_VERBOSE("creating blueprint in objects table");
TRY(db->execute(
"INSERT INTO `objects` (`object_type`, `name`) VALUES(?, ?);", static_cast<int>(IkarusObjectType_Blueprint), name
));
auto id = db->last_insert_rowid();
LOG_VERBOSE("blueprint is {}", id);
LOG_VERBOSE("inserting blueprint into blueprints table");
TRY(db->execute("INSERT INTO `blueprints`(`id`) VALUES(?);", id));
return cppbase::ok(id);
}));
LOG_VERBOSE("successfully created blueprint");
return new IkarusBlueprint{project, id};
}
void ikarus_blueprint_delete(IkarusBlueprint * blueprint) {
LOG_INFO("deleting blueprint");
if (blueprint == nullptr) {
LOG_ERROR("blueprint is nullptr");
return;
}
LOG_VERBOSE("blueprint={}", blueprint->id);
if (auto res = blueprint->project->db->execute("DELETE FROM `objects` WHERE `id` = ?", blueprint->id); res.is_err()) {
LOG_ERROR("failed to delete blueprint {} from objects table: {}", blueprint->id, res.unwrap_error());
return;
}
LOG_VERBOSE("blueprint was successfully deleted from database, freeing pointer");
delete blueprint;
LOG_VERBOSE("successfully deleted blueprint");
}
size_t ikarus_blueprint_get_property_count(IkarusBlueprint const * blueprint) {
LOG_VERBOSE("fetching blueprint property count");
if (blueprint == nullptr) {
LOG_ERROR("blueprint is nullptr");
return 0;
}
LOG_VERBOSE("blueprint={}", blueprint->id);
VTRYRV(
auto count,
0,
blueprint->project->db->query_one<int>(
"SELECT COUNT(*) FROM `blueprint_properties` WHERE `blueprint_id` = ?;", blueprint->id
)
);
return static_cast<size_t>(count);
}
void ikarus_blueprint_get_properties(
IkarusBlueprint const * blueprint, struct IkarusProperty ** properties_out, size_t properties_out_size
) {
LOG_VERBOSE("fetching blueprint properties");
if (blueprint == nullptr) {
LOG_ERROR("blueprint is nullptr");
return;
}
if (properties_out == nullptr) {
LOG_ERROR("properties_out is nullptr");
return;
}
LOG_VERBOSE("blueprint={}; properties_out_size={}", blueprint->id, properties_out_size);
IkarusId ids[properties_out_size];
if (auto res = blueprint->project->db->query_many_buffered<IkarusId>(
"SELECT `id` FROM `properties` WHERE `source` = ?", static_cast<IkarusId *>(ids), properties_out_size, blueprint->id
);
res.is_err()) {
LOG_ERROR("failed to fetch blueprint property ids: {}", res.unwrap_error());
return;
}
for (size_t i = 0; i < properties_out_size; ++i) {
/// NOLINTNEXTLINE(cppcoreguidelines-pro-bounds-pointer-arithmetic)
properties_out[i] = new IkarusProperty{blueprint->project, ids[i]};
}
LOG_VERBOSE("successfully fetched blueprint properties");
}

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@ -1,9 +1,9 @@
#pragma once
#include <id.hpp>
#include <objects/object.hpp>
/// \private
struct IkarusBlueprint {
struct IkarusProject * project;
IkarusId id;
struct IkarusBlueprint : public IkarusObject {
inline IkarusBlueprint(struct IkarusProject * project, IkarusId id):
IkarusObject{project, id} {}
};

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@ -1,9 +1,6 @@
#pragma once
#include <id.hpp>
#include <objects/object.hpp>
/// \private
struct IkarusEntity {
struct IkarusProject * project;
IkarusId id;
};
struct IkarusEntity : public IkarusObject {};

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@ -2,12 +2,13 @@
#include <variant>
#include <objects/blueprint.hpp>
#include <objects/entity.hpp>
#include <objects/property.hpp>
#include <id.hpp>
union IkarusObject {
IkarusBlueprint blueprint;
IkarusEntity entity;
IkarusProperty property;
struct IkarusObject {
struct IkarusProject * project;
IkarusId id;
inline IkarusObject(struct IkarusProject * project, IkarusId id):
project{project},
id{id} {}
};

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@ -1,9 +1,9 @@
#pragma once
#include <id.hpp>
#include <objects/object.hpp>
/// \private
struct IkarusProperty {
struct IkarusProject * project;
IkarusId id;
struct IkarusProperty : public IkarusObject {
inline IkarusProperty(struct IkarusProject * project, IkarusId id):
IkarusObject{project, id} {}
};

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@ -2,8 +2,7 @@ CREATE TABLE `objects`
(
`do_not_access_rowid_alias` INTEGER PRIMARY KEY,
`object_type` INT NOT NULL,
`id` INT GENERATED ALWAYS AS (`do_not_access_rowid_alias` | (`object_type` << 56)
) VIRTUAL,
`id` INT GENERATED ALWAYS AS (`do_not_access_rowid_alias` | (`object_type` << 56)) VIRTUAL,
`name` TEXT NOT NULL,
`information` TEXT NOT NULL
) STRICT;
@ -47,6 +46,7 @@ CREATE TABLE `entity_blueprints`
PRIMARY KEY (`entity`),
UNIQUE (`entity`, `blueprint`),
FOREIGN KEY (`entity`) REFERENCES `entities` (`id`) ON DELETE CASCADE,
FOREIGN KEY (`blueprint`) REFERENCES `blueprints` (`id`) ON DELETE CASCADE
) WITHOUT ROWID, STRICT;
@ -58,12 +58,15 @@ CREATE TABLE `properties`
`type` INT NOT NULL,
`default_value` TEXT NOT NULL,
`settings` TEXT NOT NULL,
`source` INT NOT NULL,
PRIMARY KEY (`id`),
FOREIGN KEY (`id`) REFERENCES `objects` (`id`) ON DELETE CASCADE
FOREIGN KEY (`id`) REFERENCES `objects` (`id`) ON DELETE CASCADE,
FOREIGN KEY (`source`) REFERENCES `objects` (`id`) ON DELETE CASCADE
) WITHOUT ROWID, STRICT;
CREATE INDEX `properties_type` ON `properties` (`type`);
CREATE INDEX `properties_source` ON `properties` (`source`);
CREATE
VIRTUAL TABLE `property_default_value_fts` USING fts5