a new beginning

Signed-off-by: Folling <mail@folling.io>
This commit is contained in:
folling 2023-08-22 00:27:22 +02:00 committed by Folling
commit dff8d96c55
Signed by: folling
SSH key fingerprint: SHA256:S9qEx5WCFFLK49tE/LKnKuJYM5sw+++Dn6qJbbyxnCY
25 changed files with 1718 additions and 0 deletions

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include/CMakeLists.txt Normal file
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file(
GLOB_RECURSE
FILES
"*.h"
)
set(INCLUDE_FILES ${FILES} PARENT_SCOPE)

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#pragma once
#if defined(__unix__)
#define IKA_OS_FAMILY_UNIX
#define IKA_API __attribute__((visibility("default")))
#if defined(linux)
#define IKA_OS_LINUX
#endif
#elif defined(_WIN32) || defined(WIN32)
#define IKA_OS_WIN
#define IKA_API __declspec(dllexport)
#endif
#ifndef IKA_API
#define IKA_API
#endif
#ifdef __cplusplus
#define IKARUS_BEGIN_HEADER extern "C" {
#define IKARUS_END_HEADER }
#else
#define IKARUS_BEGIN_HEADER
#define IKARUS_END_HEADER
#endif

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#pragma once
#ifdef __cplusplus
#include <cstdint>
using std::size_t;
#else
#include <stdint.h>
#endif

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include/ikarus/types/id.h Normal file
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// IMPLEMENTATION_DETAIL_DATABASE
/// \file id.h
/// \author Folling <mail@folling.io>
#pragma once
#include <ikarus/macros.h>
IKARUS_BEGIN_HEADER
#include <ikarus/stdtypes.h>
#include <ikarus/types/object_type.h>
/// \defgroup id Ids
/// \brief Ids are used to identify objects in the database.
/// \details They are stored as 64 bit integers with the following layout:
/// - first 8 bits: #IkarusObjectType - 255 possible values, 0 for special values
/// - last 56 bits: incremented counter generated by the database
/// @{
/// \brief A wrapper around a 64 bit integer that represents the id of an object.
/// \details They are stored as 64 bit integers with the following layout:
/// - first 8 bits: #IkarusObjectType - 255 possible values, 0 for special values
/// - last 56 bits: incremented counter generated by the database
struct IkarusId {
/// \private \brief The value of the id.
uint64_t value;
};
/// \brief A special id returned by failed functions.
IkarusId const IKARUS_ID_NONE{0};
/// \brief A special id used to indicate an optional id not being specified.
IkarusId const IKARUS_ID_UNSPECIFIED{1};
/// \private \brief Generates a new id for the given object type.
/// \param object_type The type of the object to generate an id for.
/// \return The generated id.
IkarusId ikarus_id_from_integer(IkarusObjectType object_type);
/// \brief Fetches the object type of the given id.
/// \param id The id to fetch the object type for.
/// \return The object type of the given id.
IKA_API IkarusObjectType ikarus_id_get_object_type(IkarusId id);
/// \brief Checks if the given id is IKARUS_ID_NONE.
/// \param id The id to check.
/// \return True if the id is IKARUS_ID_NONE, false otherwise.
IKA_API bool ikarus_id_is_none(IkarusId id);
/// \brief Checks if the given id is IKARUS_ID_UNSPECIFIED.
/// \param id The id to check.
/// \return True if the id is IKARUS_ID_UNSPECIFIED, false otherwise.
IKA_API bool ikarus_id_is_unspecified(IkarusId id);
/// @}
IKARUS_END_HEADER

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#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

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// 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

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#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 folders have the first bit set and then mirror the object type of the underlying object
enum IkarusFolderType {
/// \brief Not a folder or no folder.
IkarusFolderType_None = 0,
/// \brief An IkarusBlueprintFolder
IkarusFolderType_BlueprintFolder = 0b1000'0001,
/// \brief An IkarusPropertyFolder
IkarusFolderType_PropertyFolder = 0b1000'0010,
/// \brief An IkarusEntityFolder
IkarusFolderType_EntityFolder = 0b1000'0011,
};
/// \brief The type of an object.
/// \remark folders have the first bit set and then mirror the object type of the underlying object
enum IkarusObjectType {
/// \brief Not an object or no object.
ObjectType_None = 0,
/// \brief An IkarusBlueprint.
ObjectType_Blueprint = 0b0000'0001,
/// \brief An IkarusProperty.
ObjectType_Property = 0b0000'0010,
/// \brief An IkarusEntity.
ObjectType_Entity = 0b0000'0011,
/// \brief An IkarusBlueprintFolder
ObjectType_BlueprintFolder = 0b1000'0001,
/// \brief An IkarusPropertyFolder
ObjectType_PropertyFolder = 0b1000'0010,
/// \brief An IkarusEntityFolder
ObjectType_EntityFolder = 0b1000'0011,
};
/// \brief A bitset of IkarusObjectType%s.
enum ObjectTypes {
/// \brief No object type.
ObjectTypes_None = 0,
/// \brief An IkarusBlueprint.
ObjectTypes_Blueprint = 1 << ObjectType_Blueprint,
/// \brief An IkarusProperty.
ObjectTypes_Property = 1 << ObjectType_Property,
/// \brief An IkarusEntity.
ObjectTypes_Entity = 1 << ObjectType_Entity,
/// \brief An IkarusBlueprintFolder
ObjectTypes_BlueprintFolder = 1 << ObjectType_BlueprintFolder,
/// \brief An IkarusPropertyFolder
ObjectTypes_PropertyFolder = 1 << ObjectType_PropertyFolder,
/// \brief An IkarusEntityFolder
ObjectTypes_EntityFolder = 1 << ObjectType_EntityFolder,
};
// @}
IKARUS_END_HEADER

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#pragma once
// IMPLEMENTATION_DETAIL_PROPERTY_TYPES
/// \file id.h
/// \author Folling <mail@folling.io>
#include <ikarus/macros.h>
IKARUS_BEGIN_HEADER
/// \defgroup property_types Property Types
/// \brief Property Types delineate the type of data stored by a property.
/// @{
/// \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

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#pragma once
// IMPLEMENTATION_DETAIL_PROPERTY_TYPES
#include <ikarus/macros.h>
#include <ikarus/stdtypes.h>
#include <ikarus/types/property_type.h>
IKARUS_BEGIN_HEADER
/// \defgroup entity_value Entity Values
/// \brief The values stored in entities.
/// \details Each entity has a value for each property it is associated with.
/// The value is of the type specified by the property and constrained by the property's settings.
/// \see PropertyType PropertySettings
/// @{
/// \brief A true/false boolean-like value. For example "IsDead".
struct IkarusToggleValue {
/// \private \brief The value of the property.
bool _value;
};
/// \brief An arbitrary numeric value. For example "Age".
struct IkarusNumberValue {
/// \private \brief The value of the property.
long double _value;
};
/// \brief An arbitrary textual value. For example "First Name".
struct IkarusTextValue {
/// \private \brief The value of the property.
char const * _value;
};
/// \private \brief The data for a value.
union IkarusEntityValueData {
/// \private \brief The value as a toggle.
IkarusToggleValue toggle;
/// \private \brief The value as a number.
IkarusNumberValue number;
/// \private \brief The value as text.
IkarusTextValue text;
};
/// \brief The state of an entity value.
/// \details States provide insight into the nature of a value.
enum IkarusEntityValueState {
/// \brief The value is invalid.
IkarusEntityValueState_Invalid,
/// \brief The value is normal and can be used as-is.
IkarusEntityValueState_Normal,
/// \brief The value is unknown.
IkarusEntityValueState_Indeterminate,
};
/// \brief The value of an entity associated with a property.
struct IkarusEntityValue {
/// \private \brief The type of the value.
IkarusPropertyType _type;
/// \private \brief The data for the value.p
IkarusEntityValueData _data;
/// \private \brief The state of the value.
IkarusEntityValueState _state;
};
/// \brief Creates an entity value from a toggle value.
/// \param value The toggle value.
/// \return The entity value.
IKA_API IkarusEntityValue ikarus_value_create_toggle(bool value);
/// \brief Creates an entity value from a number value.
/// \param value The number value.
/// \return The entity value.
/// \remark If the value is NaN or infinity an InvalidEntityValue is returned.
IKA_API IkarusEntityValue ikarus_value_create_number(long double value);
/// \brief Creates an entity value from a text value.
/// \param value The text value.
/// \return The entity value.
/// \remark If the value is null an InvalidEntityValue is returned.
IKA_API IkarusEntityValue ikarus_value_create_text(char const * value);
/// \brief Creates an indeterminate entity value of a given type.
/// \param type The type of the value.
/// \return The entity value.
IKA_API IkarusEntityValue ikarus_value_create_indeterminate(IkarusPropertyType type);
/// \brief Fetches the default value for a property type.
/// \remark Not to be confused with the default value of a property. See ikarus_property_get_default_value
/// \param type The property type.
/// \return The default value for the property type.
IKA_API IkarusEntityValue ikarus_value_get_default(IkarusPropertyType type);
/// \brief Fetches the underlying value of a toggle value.
/// \param value The toggle value.
/// \return The underlying value.
IKA_API bool ikarus_toggle_value_get_underlying(IkarusToggleValue const * value);
/// \brief Fetches the underlying value of a number value.
/// \param value The number value.
/// \return The underlying value.
IKA_API long double ikarus_number_value_get_underlying(IkarusNumberValue const * value);
/// \brief Fetches the underlying value of a text value.
/// \param value The text value.
/// \return The underlying value.
IKA_API char const * ikarus_text_value_get_underlying(IkarusTextValue const * value);
/// \brief Checks if a toggle value is equal to a boolean.
/// \param value The toggle value.
/// \param check The boolean value.
/// \return False if value is null. True if it is equal to check, false otherwise.
IKA_API bool ikarus_toggle_value_is_equal(IkarusToggleValue const * value, bool check);
/// \brief Checks if a number value is equal to a number.
/// \param value The number value.
/// \param check The number value.
/// \return False if value is null. True if it is equal to check, false otherwise.
IKA_API bool ikarus_number_value_is_equal(IkarusNumberValue const * value, long double check);
/// \brief Checks if a text value is equal to a string.
/// \param value The text value.
/// \param check The string value.
/// \return False if value or check are null. True if it is equal to check, false otherwise.
IKA_API bool ikarus_text_value_is_equal(IkarusTextValue const * value, char const * check);
/// \brief Checks if two entity values are equal.
/// \details Two entity values are equal if they are of the same type and their value is considered equal.
/// Note that floating point values can only be checked for approximate equality.
/// \param left The left-hand entity value.
/// \param right The right-hand entity value.
/// \return True if the values are considered equal, false otherwise.
/// \remark Null values compare false to all other values. As do invalid values. Indeterminate values however, compare true to
/// other indeterminate values of the same type.
IKA_API bool ikarus_value_is_equal(IkarusEntityValue const * left, IkarusEntityValue const * right);
/// \brief Checks if an entity value is invalid.
/// \param value The entity value.
/// \return True if the value is invalid or null, false otherwise.
IKA_API bool ikarus_value_is_invalid(IkarusEntityValue const * value);
/// \brief Fetches the type of an entity value.
/// \param value The entity value.
/// \return The type of the entity value.
IKA_API IkarusPropertyType ikarus_value_get_type(IkarusEntityValue const * value);
/// \brief Visits an entity value, calling the appropriate function for the value's type.
/// \param value The entity value to visit.
/// \param toggle The function to call if the value is a toggle value.
/// \param number The function to call if the value is a number value.
/// \param text The function to call if the value is a text value.
/// \param data The data to pass to the functions.
/// \remark function pointers may be null in which case they are not called.
IKA_API void ikarus_value_visit(
IkarusEntityValue const * value,
void (*toggle)(IkarusToggleValue const *, void *),
void (*number)(IkarusNumberValue const *, void *),
void (*text)(IkarusTextValue const *, void *),
void * data
);
IKARUS_END_HEADER