#pragma once /// \file blueprint.h /// \author Folling #include #include /// \defgroup blueprints Blueprints /// \brief Blueprints are templates for entities. /// @{ 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.q struct IkarusBlueprint; /// \brief Creates a blueprint. /// \param project The project the blueprint is part of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param parent The parent folder of the blueprint. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param position The position of the blueprint in the parent folder. \see #FolderPosition /// \pre \li Must be within bounds for the parent folder. /// \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 Must be freed using #ikarus_free. IKA_API IkarusBlueprint * ikarus_blueprint_create( struct IkarusProject * project, struct IkarusBlueprintFolder * parent, size_t position, 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 parent The parent folder of the blueprint. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param position The position of the blueprint in the parent folder. \see #FolderPosition /// \pre \li Must be within bounds for the parent folder. /// \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, struct IkarusBlueprintFolder * parent, size_t position, 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 parent The parent folder of the blueprint. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param position The position of the blueprint in the parent folder. \see #FolderPosition /// \pre \li Must be within bounds for the parent folder. /// \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, struct IkarusBlueprintFolder * parent, size_t position, char const * name ); /// \brief Deletes 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 parent folder of a blueprint. /// \param blueprint The blueprint to get the parent folder of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \return The parent folder of the blueprint or null if an error occurs. IKA_API struct IkarusBlueprintFolder * ikarus_blueprint_get_parent(IkarusBlueprint const * blueprint); /// \brief Gets the position of a blueprint within its parent folder. /// \param blueprint The blueprint to get the position of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \return The position of the blueprint or undefined if an error occurs. IKA_API size_t ikarus_blueprint_get_position(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 property root folder of a blueprint. /// \param blueprint The blueprint 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 blueprint or null if an error occurs. /// \remark Must be freed using #ikarus_free. IKA_API struct IkarusPropertyFolder * ikarus_blueprint_get_property_root_folder(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. /// \pre \li Must exist. /// \return The number of properties or undefined if an error occurs. IKA_API size_t ikarus_blueprint_get_property_count(IkarusBlueprint const * blueprint); /// \brief Gets the properties of a blueprint. /// \param blueprint The blueprint to get the properties of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param properties_out The buffer to write the properties to. /// \pre \li Must not be null. /// \param properties_out_size The size of the buffer. IKA_API void ikarus_blueprint_get_properties( IkarusBlueprint const * blueprint, struct IkarusProperty ** properties_out, size_t properties_out_size ); /// \brief Gets the number of entities linked to a blueprint. /// \param blueprint The blueprint to get the number of linked entities of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \return The number of linked entities or undefined if an error occurs. IKA_API size_t ikarus_blueprint_get_linked_entity_count(IkarusBlueprint const * blueprint); /// \brief Gets the entities linked to a blueprint. /// \param blueprint The blueprint to get the linked entities of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param entities_out The buffer to write the entities to. /// \pre \li Must not be null. /// \param entities_out_size The size of the buffer. IKA_API void ikarus_blueprint_get_linked_entities( IkarusBlueprint const * blueprint, struct IkarusEntity ** entities_out, size_t entities_out_size ); /// \brief Sets the parent folder of a blueprint. /// \param blueprint The blueprint 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 blueprint. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param new_position The new position of the blueprint 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_blueprint_set_parent( IkarusBlueprint * blueprint, struct IkarusBlueprintFolder * new_parent, size_t new_position ); /// \brief Sets the position of a blueprint within its parent folder. /// \param blueprint The blueprint to set the position of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param new_position The new position of the blueprint. \see #FolderPosition /// \pre \li Must be within bounds for the parent folder. /// \remark This adjusts the positions of siblings. IKA_API void ikarus_blueprint_set_position(IkarusBlueprint * blueprint, size_t new_position); /// \brief Sets the name of a blueprint. /// \param blueprint The blueprint to set the name of. /// \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 Converts a blueprint to an object. /// \param blueprint The blueprint to convert. /// \pre \li Must not be null. /// \pre \li Must exist. /// \return The constructed object, representing the blueprint. /// \remark Must be freed using #ikarus_free. IKA_API struct IkarusObject * ikarus_blueprint_to_object(IkarusBlueprint const * blueprint); /// \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); IKARUS_END_HEADER // @}