#pragma once // IMPLEMENTATION_DETAIL_LAZY_VALUE_CREATION /// \file property.h /// \author Folling #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: /// - 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 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 Creates a property /// \param project The project the property is part of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param property_source The property source the property is part of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param name The name of the property. /// \pre \li Must not be null. /// \pre \li Must not be empty. /// \param property_info The info of the property. /// \pre \li Must not be null. /// \return The created property or null if an error occurs. /// \remark Must be freed using #ikarus_free. IKA_API struct IkarusProperty * ikarus_property_create( struct IkarusProject * project, struct IkarusPropertySource * property_source, char const * name, struct IkarusPropertyTypeInfo * property_info ); /// \brief Deletes a property. /// \param property The property to delete. /// \pre \li Must not be null. /// \pre \li Must exist. /// \remark The property must not be accessed after deletion. IKA_API void ikarus_property_delete(struct IkarusProperty * property); /// \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. /// \return The type info of the property or null if an error occurs. /// \remark Must be freed using #ikarus_free. IKA_API struct IkarusPropertyTypeInfo * ikarus_property_get_type_info(IkarusProperty const * property); /// \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. /// \return The source of the property or null if an error occurs. /// \remark Must be freed using #ikarus_free. IKA_API struct IkarusPropertySource * ikarus_property_get_source(IkarusProperty const * property); /// \brief Gets the default value of a property. /// \param property The property to get the default value of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \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); /// \brief Sets the type info of a property and resets all values to the new default value. /// \param property The property to set the type info of. /// \pre \li Must not be null. /// \pre \li Must exist. /// \param new_type The new type info of the property. /// \param attempt_conversion Whether to attempt to convert the property's values to the new type info. Conversion rules are /// unspecified for now, but follow common sense. IKA_API void ikarus_property_set_type_info( IkarusProperty * property, struct IkarusPropertyTypeInfo new_type_info, bool attempt_conversion ); /// \brief Casts a property to an object. /// \param property The property to cast. /// \pre \li Must not be null. /// \pre \li Must exist. /// \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 const * property); IKARUS_END_HEADER // @}