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 a2b5c573b2
commit d3e93b6a72
Signed by: folling
SSH key fingerprint: SHA256:S9qEx5WCFFLK49tE/LKnKuJYM5sw+++Dn6qJbbyxnCY
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