128 lines
5.2 KiB
C
128 lines
5.2 KiB
C
#pragma once
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// IMPLEMENTATION_DETAIL_LAZY_VALUE_CREATION
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/// \file property.h
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/// \author Folling <folling@ikarus.world>
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#include <ikarus/macros.h>
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#include <ikarus/objects/property_type.h>
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#include <ikarus/stdtypes.h>
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/// \defgroup properties Properties
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/// \brief Properties define the structure and types of data.
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/// @{
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IKARUS_BEGIN_HEADER
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/// \brief Properties are the placeholders of values for entities.
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/// \details Each entity can have any number of properties.
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/// Every property has a type that identifies the kind of data that can be put in.
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///
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/// The following types currently exist:
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/// - Toggle: A true/false boolean-like value
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/// - Number: An arbitrary numeric value
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/// - Text: An arbitrary textual value
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///
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/// Property Examples:
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/// - Is Dead (Toggle)
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/// - Age (Number)
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/// - ISBN (Text)
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///
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/// Every property has settings which can be used to customise the property further.
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/// Two settings that are shared among all properties are the following:
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/// - Multiple
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/// - Allow undefined
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///
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/// The former transforms a property into a list. Instead of one number, you could then specify a series of numbers.
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/// The latter allows you to specify an "unknown" value for a property.
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/// It might not be known if a character is dead or not for example.
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///
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/// Each entity associated with the property has a value for it.
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///
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/// Properties can also be added to blueprints in which case they are available for all entities associated with the
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/// blueprint.
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///
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/// We call properties within entities "Entity Properties" and properties within blueprints "Blueprint Properties".
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///
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/// \remark Properties are scoped to the blueprint or entity they are associated with.
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/// \remark Values for properties are lazily created as space saving measure.
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/// Fetching the value for some property of some entity will return the property's default value if none is specified.
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/// This default value is specified when the property is created and can be updated later.
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/// \remark Properties' tree structures are scoped to the entity or blueprint they are associated with.
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struct IkarusProperty;
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/// \brief Creates a property
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/// \param project The project the property is part of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param property_source The property source the property is part of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param name The name of the property.
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/// \pre \li Must not be null.
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/// \pre \li Must not be empty.
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/// \param property_info The info of the property.
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/// \pre \li Must not be null.
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/// \return The created property or null if an error occurs.
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/// \remark Must be freed using #ikarus_free.
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IKA_API struct IkarusProperty * ikarus_property_create(
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struct IkarusProject * project,
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struct IkarusPropertySource * property_source,
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char const * name,
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struct IkarusPropertyTypeInfo * property_info
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);
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/// \brief Deletes a property.
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/// \param property The property to delete.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \remark The property must not be accessed after deletion.
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IKA_API void ikarus_property_delete(struct IkarusProperty * property);
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/// \brief Gets the type info of a property.
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/// \param property The property to get the type info of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The type info of the property or null if an error occurs.
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/// \remark Must be freed using #ikarus_free.
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IKA_API struct IkarusPropertyTypeInfo * ikarus_property_get_type_info(IkarusProperty const * property);
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/// \brief Gets the source of a property.
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/// \param property The property to get the source of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The source of the property or null if an error occurs.
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/// \remark Must be freed using #ikarus_free.
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IKA_API struct IkarusPropertySource * ikarus_property_get_source(IkarusProperty const * property);
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/// \brief Gets the default value of a property.
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/// \param property The property to get the default value of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The default value of the property or null if an error occurs.
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/// \remark Must be freed using #ikarus_free.
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IKA_API struct IkarusValue * ikarus_property_get_default_value(IkarusProperty const * property);
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/// \brief Sets the type info of a property and resets all values to the new default value.
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/// \param property The property to set the type info of.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \param new_type The new type info of the property.
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/// \param attempt_conversion Whether to attempt to convert the property's values to the new type info. Conversion rules are
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/// unspecified for now, but follow common sense.
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IKA_API void ikarus_property_set_type_info(
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IkarusProperty * property, struct IkarusPropertyTypeInfo new_type_info, bool attempt_conversion
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);
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/// \brief Casts a property to an object.
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/// \param property The property to cast.
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/// \pre \li Must not be null.
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/// \pre \li Must exist.
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/// \return The property represented as an object or null if an error occurs.
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/// \remark This operation is guaranteed to be very fast and is intended to be used frequently.
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IKA_API struct IkarusObject * ikarus_property_to_object(IkarusProperty const * property);
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IKARUS_END_HEADER
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// @}
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