godot/scene/property_list_helper.h

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/**************************************************************************/
/* property_list_helper.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef PROPERTY_LIST_HELPER_H
#define PROPERTY_LIST_HELPER_H
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#include "core/object/method_bind.h"
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#include "core/object/object.h"
class PropertyListHelper {
struct Property {
PropertyInfo info;
Variant default_value;
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MethodBind *setter = nullptr;
MethodBind *getter = nullptr;
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};
String prefix;
HashMap<String, Property> property_list;
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Object *object = nullptr;
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const Property *_get_property(const String &p_property, int *r_index) const;
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void _call_setter(const MethodBind *p_setter, int p_index, const Variant &p_value) const;
Variant _call_getter(const Property *p_property, int p_index) const;
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public:
void set_prefix(const String &p_prefix);
// Register property without setter/getter. Only use when you don't need PropertyListHelper for _set/_get logic.
void register_property(const PropertyInfo &p_info, const Variant &p_default);
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template <typename S, typename G>
void register_property(const PropertyInfo &p_info, const Variant &p_default, S p_setter, G p_getter) {
Property property;
property.info = p_info;
property.default_value = p_default;
property.setter = create_method_bind(p_setter);
property.getter = create_method_bind(p_getter);
property_list[p_info.name] = property;
}
bool is_initialized() const;
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void setup_for_instance(const PropertyListHelper &p_base, Object *p_object);
bool is_property_valid(const String &p_property, int *r_index = nullptr) const;
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void get_property_list(List<PropertyInfo> *p_list, int p_count) const;
bool property_get_value(const String &p_property, Variant &r_ret) const;
bool property_set_value(const String &p_property, const Variant &p_value) const;
bool property_can_revert(const String &p_property) const;
bool property_get_revert(const String &p_property, Variant &r_value) const;
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~PropertyListHelper();
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};
#endif // PROPERTY_LIST_HELPER_H