implement blueprint functionality & streamline API
Signed-off-by: Folling <mail@folling.io>
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9 changed files with 175 additions and 229 deletions
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@ -28,55 +28,13 @@ struct IkarusBlueprint;
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/// \remark Must be freed using #ikarus_free.
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IKA_API IkarusBlueprint * ikarus_blueprint_create(struct IkarusProject * project, char const * name);
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/// \brief Creates a blueprint from an entity.
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/// \details The created blueprint will have the same properties as the entity.
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/// \param entity The entity to create the blueprint from.
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/// \pre \li Must not be null.
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/// \param link_entity If true, the entity will be linked to the blueprint. If not they will remain separate.
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/// \param name The name of the blueprint. Must not be empty.
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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 blueprint or null if an error occurs.
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/// \remark Must be freed using #ikarus_free.
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IKA_API IkarusBlueprint * ikarus_blueprint_create_from_entity(
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struct IkarusEntity * entity, bool link_entity, char const * name
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);
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/// \brief Copies a blueprint.
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/// \details Creates a deep copy of the blueprint including all of its properties.
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/// \param blueprint The blueprint 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 name The name of the blueprint.
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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 blueprint or null if an error occurs.
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/// \remark Linked entities won't be copied.
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/// \remark Must be freed using #ikarus_free.
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IKA_API IkarusBlueprint * ikarus_blueprint_copy(IkarusBlueprint const * blueprint, char const * name);
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/// \brief Deletes a blueprint.
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/// \brief Deletes & frees a blueprint.
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/// \param blueprint The blueprint 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 blueprint must not be accessed after deletion.
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IKA_API void ikarus_blueprint_delete(IkarusBlueprint * blueprint);
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/// \brief Gets the project of a blueprint.
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/// \param blueprint The blueprint 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 blueprint or null if an error occurs.
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IKA_API struct IkarusProject * ikarus_blueprint_get_project(IkarusBlueprint const * blueprint);
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/// \brief Gets the name of a blueprint.
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/// \param blueprint The blueprint 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 blueprint or null if an error occurs.
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/// \remark The returned pointer is valid until the blueprint is freed but may be invalidated by other operations.
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IKA_API char const * ikarus_blueprint_get_name(IkarusBlueprint const * blueprint);
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/// \brief Gets the number of properties of a blueprint.
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/// \param blueprint The blueprint to get the number of properties of.
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/// \pre \li Must not be null.
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@ -113,26 +71,13 @@ IKA_API void ikarus_blueprint_get_linked_entities(
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IkarusBlueprint const * blueprint, struct IkarusEntity ** entities_out, size_t entities_out_size
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);
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/// \brief Sets the name of a blueprint.
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/// \param blueprint The blueprint to set the name of.
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/// \brief Casts a blueprint to an object.
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/// \param blueprint The blueprint to cast.
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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 blueprint.
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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_blueprint_set_name(IkarusBlueprint * blueprint, char const * new_name);
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/// \brief Compares two blueprints.
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/// \param left The left blueprint 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 blueprint 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 blueprints 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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/// blueprints reference the same blueprint in the same project.
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IKA_API bool ikarus_blueprint_is_equal(IkarusBlueprint const * left, IkarusBlueprint const * right);
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/// \return The blueprint represented as an object or null if an error occurs.
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/// \remark This operation is guaranteed to be very fast and is intended to be used frequently.
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IKA_API struct IkarusObject * ikarus_blueprint_to_object(IkarusBlueprint const * blueprint);
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IKARUS_END_HEADER
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