#pragma once /// \file property.h /// \author Folling #include #include #include #include /// \defgroup properties Properties /// \brief Properties define the structure and types of data. /// @{ IKARUS_BEGIN_HEADER /// \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: /// - List /// - May be undefined /// /// Additionally, each property has a default value. If no default value is provided, a sensible default is chosen. /// Setting a default value that isn't valid for the property is an error. Changing settings so that the current default /// value becomes invalid is valid but unsets the custom default value. /// /// 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; /// \brief Deletes a property. /// \param property The property to delete. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param error_out \see errors.h /// \remark The property must not be accessed after deletion. IKA_API void ikarus_property_delete(IkarusProperty * property, IkarusErrorData * error_out); /// \brief Gets the type info of a property. /// \param property The property to get the type info of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param error_out \see errors.h /// \return The type info of the property or null if an error occurs. IKA_API IkarusPropertyType ikarus_property_get_type(IkarusProperty const * property, IkarusErrorData * error_out); /// \brief Gets the source of a property. /// \param property The property to get the source of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param error_out \see errors.h /// \return The source of the property or null if an error occurs. /// \remark Must be freed using #ikarus_free. IKA_API struct IkarusPropertyScope const * ikarus_property_get_scope(IkarusProperty const * property, IkarusErrorData * error_out); /// \brief Gets the default value of a property. /// \param property The property to get the type info of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param error_out \see errors.h /// \return The default value of the property or null if an error occurs. /// \remark Must be freed using #ikarus_free. IKA_API struct IkarusValue * ikarus_property_get_default_value(IkarusProperty const * property, IkarusErrorData * error_out); /// \brief Visits a property. Calling the appropriate function for the property's type. /// \param property The property to visit. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param toggle_property_visitor The function to call if the property is a toggle property. Skipped if null. /// \param number_property_visitor The function to call if the property is a number property. Skipped if null. /// \param text_property_visitor The function to call if the property is a text property. Skipped if null. /// \param data The data to pass to the functions. /// \param error_out \see errors.h IKA_API void ikarus_property_visit( IkarusProperty * property, void (*toggle_property_visitor)(struct IkarusToggleProperty *, void *), void (*number_property_visitor)(struct IkarusNumberProperty *, void *), void (*text_property_visitor)(struct IkarusTextProperty *, void *), void * data, IkarusErrorData * error_out ); /// \see ikarus_property_visit IKA_API void ikarus_property_visit_const( IkarusProperty const * property, void (*toggle_property_visitor)(struct IkarusToggleProperty const *, void *), void (*number_property_visitor)(struct IkarusNumberProperty const *, void *), void (*text_property_visitor)(struct IkarusTextProperty const *, void *), void * data, IkarusErrorData * error_out ); /// \brief Casts a property to an object. /// \param property The property to cast. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param error_out \see errors.h /// \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 * property, IkarusErrorData * error_out); /// \see ikarus_property_to_object IKA_API struct IkarusObject const * ikarus_property_to_object_const(IkarusProperty const * property, IkarusErrorData * error_out); IKARUS_END_HEADER // @}