Unigine::Property Class
Header: | #include <UnigineProperties.h> |
This class provides an interface for property manipulation: it is used to modify properties that allow you to control values of the logic-related parameters. When a property is assigned to a node, an instanced internal property is created and saved into a .world or .node file. However, rather than the whole list of parameters it contains only the modified ones.
The concepts of a path and a name of the property should be distinguished:
- The path specifies where the property is stored on the disk. The path includes a property file name.
- The name specifies how the property will be displayed in the UnigineEditor (the Property Hierarchy window, the nodes surface section of the Parameters window). The name can also be used to refer to a property from the code.
By using functions of this class, you can, for example, implement a properties editor.
Properties specify the way the object will behave and interact with other objects and the scene environment.
A property is a "material" for application logic represented by a set of logic-related parameters. Properties can be used to build components to extend the functionality of nodes.
All properties in the project are organized into a hierarchy. To be modified, properties should be obtained from the hierarchy via API functions.
Property parameters are managed individually via the PropertyParameter class, to get any parameter by its name or ID you should use the getParameterPtr() method.
PropertyParameterPtr pPropertyParameter = pProperty->getParameterPtr(); // get "root" parameter
NodePtr pTargetNode = pPropertyParameter->getChild(k)->getValueNode(); // get child with index "k", then its value
// ...
float positionFactor = pPropertyParameter->getChild(k)->getValueFloat();
// etc.
// If you know names, you can use:
pTargetNode = pProperty->getParameterPtr("target")->getValueNode();
positionFactor = pProperty->getParameterPtr("position_factor")->getValueFloat();
Automatic type conversion of property parameters make them act like some universal variables i.e. you can set a new value for an integer parameter int_param and type it like this:
PropertyParameterPtr int_param;
/* ... */
// setting a new value of integer parameter using a string
int_param->setValue("15");
// setting a new value of integer parameter using a float
int_param->setValue(5.0f);
// getting integer parameter's value as a string
Log::message("Integer parameter value : %s", int_param->getValueString());
Adding and Removing Properties#
- By creating and editing the corresponding .prop file manually. For example, in the data folder let us create the following file describing a property for a GameObjectUnit:
<?xml version="1.0" encoding="utf-8"?> <property version="2.16.0.2" manual="1" editable="0" name="GameObjectsUnit"> <parameter name="weapon_type" type="switch" items="air,land,all_types">0</parameter> <parameter name="attack" type="toggle">1</parameter> <parameter name="damage" type="int" max="1000">1</parameter> <parameter name="velocity" type="float" max="100">30</parameter> <parameter name="material" type="string"/> </property>
- By inheriting from the existing property via Properties::inheritProperty() function or inherit() function of the Property class. For example: To save all properties in the hierarchy that can be saved (i.e., editable, having a path specified, and not internal or manual ones) via the Properties::saveProperties() function.
// inherit a GameObjectsUnit_0 property from the GameObjectsUnit property PropertyPtr inherited_prop = Properties::findManualProperty("GameObjectsUnit")->inherit("GameObjectsUnit_0", "game_object_unit_0.prop"); // inherit a GameObjectsUnit_1 property from the GameObjectsUnit_0 property via the Manager Properties::inheritProperty(inherited_prop->getGUID(), "GameObjectsUnit_1", "game_object_unit_1.prop");
By default, all parameters and states of the inherited property are the same as specified in the parent property. A child property can override some parameters of its parent or add new ones. - By editing the corresponding .prop file via API: you can open an XML file, write data into it and save it.
To delete a property, you can simply call the removeProperty() function:
// remove the property with the given name with all its children and delete the *.prop file
Properties::removeProperty(Properties::findProperty("GameObjectsUnit_0")->getGUID(), 1, 1);
Adding Callbacks
You can add callbacks to track any changes made to the property and its parameters and perform certain actions. The signature of the callback function can be one of the following:
// for the CALLBACK_PARAMETER_CHANGED type
void callback_function_name(PropertyPtr property, int parameter_num);
// for all other types
void callback_function_name(PropertyPtr property);
void parameter_changed(PropertyPtr property, int num)
{
Log::message("Parameter \"%s\" of the property \"%s\" has changed its value.\n", property->getParameterPtr(num)->getName(), property->getName());
// ...
}
// somewhere in the code
// getting a manual property named "my_prop" via the Property Manager
PropertyPtr property = Properties::findManualProperty("my_prop.prop");
// setting our callback function on parameter change
property->addCallback(Property::CALLBACK_PARAMETER_CHANGED, MakeCallback(parameter_changed));
// changing the value of the "my_int_param" parameter
property->getParameterPtr("my_int_param")->setValueInt(3);
Usage Example#
To illustrate how properties and their parameters are managed let's make a simple viewer for all properties in the project as well as for their parameters. Our viewer will have the following features:
- View the list of all properties used in the project.
- View the list of parameters of the currently selected property. Inherited, overridden and unique parameters are displayed in different colors.
- Change the value of the selected property parameter.
- Reset the value of the selected property parameter.
- Inherit a new property from the selected one.
- Clone the selected property.
- Save the currently selected property to a file.
- Reload all properties.
We can add the the following *.prop files to the data folder of our project to check our viewer:
- my_property.prop
my_property.prop
<?xml version="1.0" encoding="utf-8"?> <property version="2.16.0.2" name="my_property" parent="node_base" manual="1"> <parameter name="damage" type="int" max="1000">1</parameter> <parameter name="mass" type="float" tooltip="Aircraft mass">1345</parameter> <parameter name="attack" type="toggle">1</parameter> <parameter name="weapon_type" type="switch" items="air,land,all_types">0</parameter> <parameter name="Mask" type="mask"/> <parameter name="Base Material" type="material"/> <parameter name="Model Node" type="node"/> <struct name="member"> <parameter name="name" type="string"></parameter> <parameter name="rank" type="switch" items="2LT,1LT,CPT,MAJ,LTC,COL,BG,MG">0</parameter> <parameter name="year" type="int"></parameter> <parameter name="status" type="toggle">1</parameter> </struct> <parameter name="Members" type="array" array_type="member" group="Crew Information"> <value> <parameter name="name">Mike Watts</parameter> <parameter name="rank" type="switch" items="2LT,1LT,CPT,MAJ,LTC,COL,BG,MG">3</parameter> <parameter name="year">1990</parameter> </value> <value> <parameter name="name">John Doe</parameter> <parameter name="rank" type="switch" items="2LT,1LT,CPT,MAJ,LTC,COL,BG,MG">2</parameter> <parameter name="year">1995</parameter> </value> <value> <parameter name="name">Vincent Preston</parameter> <parameter name="rank" type="switch" items="2LT,1LT,CPT,MAJ,LTC,COL,BG,MG">1</parameter> <parameter name="year">1997</parameter> </value> </parameter> <parameter name="Service Flags" type="array" array_type="toggle" group="Auxiliary"> <value>1</value> <value>0</value> <value>1</value> <value>0</value> </parameter> </property>
- custom_prop.prop
custom_prop.prop
<?xml version="1.0" encoding="utf-8"?> <property version="2.16.0.2" name="custom_prop" manual="1"> <!-- First structure declaration --> <struct name="struct1"> <parameter name="param_a" type="int">1</parameter> <parameter name="param_b" type="toggle">0</parameter> <parameter name="param_c" type="int">1</parameter> </struct> <!-- Inherited structure declaration--> <struct name="struct2" parent_name="struct1"> <parameter name="param2_a" type="toggle">0</parameter> <parameter name="param2_b" type="float">1.0</parameter> </struct> <!-- Struct parameter of struct2 type --> <parameter name="my_struct_param" type="struct2"></parameter> <!-- Nested structure declaration --> <struct name="struct3"> <parameter name="param3_a" type="struct2">0</parameter> <parameter name="param3_b" type="int">15</parameter> </struct> <!-- Declaration of a one-dimensional array of struct3 elements--> <parameter name="my_struct_array" array_type="struct3"></parameter> </property>
- custom_prop_0.prop inherited from the custom_prop property.
custom_prop_0.prop
<?xml version="1.0" encoding="utf-8"?> <property version="2.16.0.2" name="custom_prop_0" manual="1" parent_name="custom_prop"> <!-- Declaration of a 2-dimensional array (matrix) of integer elements--> <parameter name="my_int_array" array_type="int" array_dim="2"></parameter> </property>
Below is the source code in C++ implementing our Property Viewer. You can copy and paste it to the corresponding files of your project.
AppSystemLogic.h
#ifndef __APP_SYSTEM_LOGIC_H__
#define __APP_SYSTEM_LOGIC_H__
#include <UnigineLogic.h>
#include <UnigineWidgets.h>
#include <UnigineGui.h>
#include <UnigineMap.h>
using namespace Unigine;
using namespace Math;
class AppSystemLogic : public Unigine::SystemLogic
{
private:
// declaring UI widgets to be used
WidgetWindowPtr window;
WidgetHBoxPtr hbox;
WidgetGroupBoxPtr properties_gb;
WidgetTreeBoxPtr properties;
WidgetGroupBoxPtr parameters_gb;
WidgetTreeBoxPtr parameters;
WidgetGroupBoxPtr value_gb;
WidgetGroupBoxPtr menu_gb;
WidgetVBoxPtr vbox2, vbox3;
WidgetHBoxPtr hbox2;
WidgetButtonPtr reload;
WidgetButtonPtr clone;
WidgetButtonPtr inherit;
WidgetButtonPtr save_prop;
// values
Vector<WidgetLabelPtr> label;
WidgetEditLinePtr value;
WidgetButtonPtr change;
WidgetButtonPtr reset;
WidgetLabelPtr info;
WidgetLabelPtr prop_info;
// lists of properties and parameters
Map<int, PropertyPtr> item_prop;
Map<int, PropertyParameterPtr> item_param;
void refresh_properties();
void properties_changed();
void parameters_changed();
void change_clicked();
void reset_clicked();
void reload_clicked();
void refresh_info();
void clone_clicked();
void inherit_clicked();
void save_prop_clicked();
public:
AppSystemLogic();
~AppSystemLogic() override;
int init() override;
int update() override;
int postUpdate() override;
int shutdown() override;
};
#endif // __APP_SYSTEM_LOGIC_H__
AppSystemLogic.cpp
#include "AppSystemLogic.h"
#include <UnigineProperties.h>
#include <UnigineFileSystem.h>
#include <functional>
using namespace Unigine;
// System logic, it exists during the application life cycle.
// These methods are called right after corresponding system script's (UnigineScript) methods.
AppSystemLogic::AppSystemLogic()
{
}
AppSystemLogic::~AppSystemLogic()
{
}
int AppSystemLogic::init()
{
Engine::get()->setBackgroundUpdate(true);
// creating user interface
GuiPtr gui = Gui::getCurrent();
window = WidgetWindow::create(gui, "Properties Viewer");
window->setSizeable(1);
window->setWidth(WindowManager::getMainWindow()->getSize().x);
window->setHeight(WindowManager::getMainWindow()->getSize().y);
gui->addChild(window, Gui::ALIGN_OVERLAP);
vbox2 = WidgetVBox::create(gui);
window->addChild(vbox2, Gui::ALIGN_EXPAND);
hbox = WidgetHBox::create(gui);
vbox2->addChild(hbox, Gui::ALIGN_EXPAND);
properties_gb = WidgetGroupBox::create(gui, "Properties");
parameters_gb = WidgetGroupBox::create(gui, "Parameters");
hbox->addChild(properties_gb, Gui::ALIGN_EXPAND);
hbox->addChild(parameters_gb, Gui::ALIGN_EXPAND);
properties = WidgetTreeBox::create(gui);
parameters = WidgetTreeBox::create(gui);
properties_gb->addChild(properties, Gui::ALIGN_EXPAND);
parameters_gb->addChild(parameters, Gui::ALIGN_EXPAND);
vbox3 = WidgetVBox::create(gui);
hbox->addChild(vbox3, Gui::ALIGN_EXPAND);
value_gb = WidgetGroupBox::create(gui, "Value");
value_gb->setWidth(300);
value_gb->setHeight(300);
value_gb->arrange();
menu_gb = WidgetGroupBox::create(gui, "Menu");
vbox3->addChild(value_gb, Gui::ALIGN_LEFT);
vbox3->addChild(menu_gb, Gui::ALIGN_EXPAND);
label.append() = WidgetLabel::create(gui, "");
label.last()->setFontRich(1);
value_gb->addChild(label.last(), Gui::ALIGN_LEFT);
value = WidgetEditLine::create(gui);
value_gb->addChild(value, Gui::ALIGN_EXPAND);
for (int i = 0; i < 12; i++)
{
label.append() = WidgetLabel::create(gui, "");
label.last()->setFontRich(1);
value_gb->addChild(label.last(), Gui::ALIGN_LEFT);
}
change = WidgetButton::create(gui, "Change Value");
value_gb->addChild(change, Gui::ALIGN_LEFT);
reset = WidgetButton::create(gui, "Reset Value");
value_gb->addChild(reset, Gui::ALIGN_LEFT);
reload = WidgetButton::create(gui, "Reload Property Files");
clone = WidgetButton::create(gui, "Clone Property");
inherit = WidgetButton::create(gui, "Inherit Property");
save_prop = WidgetButton::create(gui, "Save Property");
menu_gb->addChild(reload, Gui::ALIGN_EXPAND);
menu_gb->addChild(clone, Gui::ALIGN_EXPAND);
menu_gb->addChild(inherit, Gui::ALIGN_EXPAND);
menu_gb->addChild(save_prop, Gui::ALIGN_EXPAND);
info = WidgetLabel::create(gui);
info->setFontRich(1);
info->setText(
"<font color=00ffff>Unique value</font><br>"
"<font color=ffffff>Inherited value</font><br>"
"<font color=ffff00>Overridden value</font><br>");
menu_gb->addChild(info, Gui::ALIGN_LEFT);
prop_info = WidgetLabel::create(gui);
menu_gb->addChild(prop_info, Gui::ALIGN_LEFT);
// setting callbacks for UI elements
properties->addCallback(Gui::CHANGED, MakeCallback(this, &AppSystemLogic::properties_changed));
parameters->addCallback(Gui::CHANGED, MakeCallback(this, &AppSystemLogic::parameters_changed));
change->addCallback(Gui::CLICKED, MakeCallback(this, &AppSystemLogic::change_clicked));
reset->addCallback(Gui::CLICKED, MakeCallback(this, &AppSystemLogic::reset_clicked));
reload->addCallback(Gui::CLICKED, MakeCallback(this, &AppSystemLogic::reload_clicked));
clone->addCallback(Gui::CLICKED, MakeCallback(this, &AppSystemLogic::clone_clicked));
inherit->addCallback(Gui::CLICKED, MakeCallback(this, &AppSystemLogic::inherit_clicked));
save_prop->addCallback(Gui::CLICKED, MakeCallback(this, &AppSystemLogic::save_prop_clicked));
refresh_properties();
return 1;
}
/// method refreshing properties
void AppSystemLogic::refresh_properties()
{
properties->setCallbackEnabled(Gui::CHANGED, 0);
properties->clear();
item_prop.clear();
// recursive function iterating through all children properties and building property hierarchy
std::function<void(int, const PropertyPtr &)> attach_children = [&, this](int parent, const PropertyPtr &prop_parent)
{
for (int k = 0; k < prop_parent->getNumChildren(); k++)
{
PropertyPtr prop = prop_parent->getChild(k);
if (prop != prop_parent && prop->getParent() && prop->getParent() == prop_parent)
{
int child = properties->addItem(prop->getName());
properties->addItemChild(parent, child);
item_prop.append(child, prop);
attach_children(child, prop);
}
}
};
// building property hierarchy
for (int i = 0; i < Properties::getNumProperties(); i++)
{
PropertyPtr prop_base = Properties::getProperty(i);
if (prop_base->isBase())
{
int parent = properties->addItem(prop_base->getName());
item_prop.append(parent, prop_base);
attach_children(parent, prop_base);
}
}
properties->setCallbackEnabled(Gui::CHANGED, 1);
}
/// method refreshing property parameters
void AppSystemLogic::properties_changed()
{
parameters->setCallbackEnabled(Gui::CHANGED, 0);
// clearing the list of property parameters and updating values displayed
parameters->clear();
value_gb->setEnabled(0);
for (int i = 0; i <= 12; i++)
label[i]->setText("");
item_param.clear();
int item = properties->getCurrentItem();
if (item == -1)
{
parameters->setCallbackEnabled(Gui::CHANGED, 1);
return;
}
// getting a property from the list in accordance with current selection
PropertyPtr prop = item_prop[item];
// getting a root parameter of the selected property
PropertyParameterPtr pp = prop->getParameterPtr();
// recursive function iterating through all parameters of a property
std::function<void(int, const PropertyParameterPtr &)> add_parameters = [&, this](int parent, const PropertyParameterPtr &p)
{
for (int i = 0; i < p->getNumChildren(); i++)
{
PropertyParameterPtr child = p->getChild(i);
int child_index = parameters->addItem(child->getName());
parameters->setItemColor(child_index,
vec4(
itof(child->isInherited()),
1,
itof(!child->isOverridden()),
child->isHidden() ? 0.5f : 1.0f));
item_param.append(child_index, child);
if (parent != -1)
parameters->addItemChild(parent, child_index);
add_parameters(child_index, child);
}
};
// building the hierarchy of parameters for the selected property
add_parameters(-1, pp);
// preparing property information
String pi = String::format("\nName: %s\nPath: %s\nInternal: %d\nStructs: %d\n", prop->getName(), prop->getPath(), prop->isInternal(), prop->getNumStructs());
// adding all structures defined in the property (if any)
for (int i = 0; i < prop->getNumStructs(); i++)
pi += String::format("%d) %s\n", i, prop->getStructName(i));
// displaying property information
prop_info->setText(pi.get());
parameters->setCallbackEnabled(Gui::CHANGED, 1);
parameters->setCurrentItem(-1);
}
/// method refreshing information about the currently selected property parameter
void AppSystemLogic::parameters_changed()
{
// checking if any property parameter is selected
int item = parameters->getCurrentItem();
if (item == -1)
return;
value_gb->setEnabled(1);
// getting the parameter from the list in accordance with current selection
PropertyParameterPtr p = item_param[item];
int i = 0;
label[i++]->setText(String::format("<font color=ffff00>ID:</font> %d", p->getID()));
label[i++]->setText(String::format("<font color=ffff00>Name:</font> %s", p->getName()));
label[i++]->setText(String::format("<font color=ffff00>Title:</font> %s", p->getTitle()));
label[i++]->setText(String::format("<font color=ffff00>Tooltip:</font> %s", p->getTooltip()));
label[i++]->setText(String::format("<font color=ffff00>Group:</font> %s", p->getGroup()));
label[i++]->setText(String::format("<font color=ffff00>Filter:</font> %s", p->getFilter()));
String s;
// displaying parameter's type
if (p->getType() == Property::PARAMETER_ARRAY)
s = String::format("<font color=ffff00>Type:</font> array "
"[<font color=ffff00>Size:</font> %d, <font color=ffff00>Type:</font> %s]", p->getArraySize(), p->getArrayTypeName());
else if (p->getType() == Property::PARAMETER_STRUCT)
s = String::format("<font color=ffff00>Type:</font> struct [<font color=ffff00>Struct Name:</font> %s]", p->getStructName());
else
s = String::format("<font color=ffff00>Type:</font> %s", p->getProperty()->parameterNameByType(p->getType()));
label[i++]->setText(s.get());
label[i++]->setText(String::format("<font color=ffff00>Hidden:</font> %d", p->isHidden()));
label[i++]->setText(String::format("<font color=ffff00>Inherited:</font> %d", p->isInherited()));
label[i++]->setText(String::format("<font color=ffff00>Overridden:</font> %d", p->isOverridden()));
label[i++]->setText(String::format("<font color=ffff00>Has Min:</font> %d", p->hasSliderMinValue()));
label[i++]->setText(String::format("<font color=ffff00>Has Max:</font> %d", p->hasSliderMaxValue()));
s = "";
if (p->getType() == Property::PARAMETER_INT)
s = String::format("<font color=ffff00>Min:</font> %d <font color=ffff00>Max:</font> %d", p->getIntMinValue(), p->getIntMaxValue());
else if (p->getType() == Property::PARAMETER_FLOAT)
s = String::format("<font color=ffff00>Min:</font> %f <font color=ffff00>Max:</font> %f", p->getFloatMinValue(), p->getFloatMaxValue());
else if (p->getType() == Property::PARAMETER_DOUBLE)
s = String::format("<font color=ffff00>Min:</font> %f <font color=ffff00>Max:</font> %f", p->getDoubleMinValue(), p->getDoubleMaxValue());
else if (p->getType() == Property::PARAMETER_SWITCH)
s = String::format("<font color=ffff00>Switch Num Items:</font> %d", p->getSwitchNumItems());
label[i++]->setText(s.get());
value->setText(p->getValueString());
reset->setEnabled(p->isOverridden());
}
/// change button on_click event handler
void AppSystemLogic::change_clicked()
{
// checking if any property parameter is currently selected
int item = parameters->getCurrentItem();
if (item == -1)
return;
// setting the value of the currently selected property parameter and refreshing information
PropertyParameterPtr pp = item_param[item];
pp->setValue(value->getText());
refresh_info();
}
/// reset button on_click event handler
void AppSystemLogic::reset_clicked()
{
// checking if any property parameter is currently selected
int item = parameters->getCurrentItem();
if (item == -1)
return;
// resetting the value of the currently selected property parameter and refreshing information
PropertyParameterPtr pp = item_param[item];
pp->resetValue();
refresh_info();
}
/// reload button on_click event handler
void AppSystemLogic::reload_clicked()
{
// reload all properties and refreshing information
Properties::reloadProperties();
refresh_info();
}
/// method refreshing property and parameter information
void AppSystemLogic::refresh_info()
{
// getting current indices of property and parameter selection
int item_pr = properties->getCurrentItem();
int item_pa = parameters->getCurrentItem();
refresh_properties();
// setting current items and updating information displayed
properties->setCurrentItem(clamp(item_pr, -1, properties->getNumItems() - 1));
properties_changed();
parameters->setCurrentItem(clamp(item_pa, -1, parameters->getNumItems() - 1));
parameters_changed();
}
void AppSystemLogic::clone_clicked()
{
// checking if any property is selected in the hierarchy
int item = properties->getCurrentItem();
if (item == -1)
return;
// cloning the selected property
PropertyPtr p = item_prop[item];
PropertyPtr p_clone = p->clone();
p_clone->setName(String::format("%s_cloned", p->getName()));
// refreshing information displayed
refresh_info();
}
/// inherit button on_click event handler
void AppSystemLogic::inherit_clicked()
{
// checking if any property is selected in the hierarchy
int item = properties->getCurrentItem();
if (item == -1)
return;
// inheriting a new property from the selected one
PropertyPtr p = item_prop[item];
p->inherit()->setName(String::format("%s_inherited", p->getName()));
// refreshing information displayed
refresh_info();
}
/// method saving the currently selected property to the "my_test_prop.prop" file
void AppSystemLogic::save_prop_clicked()
{
// checking if any property is selected in the hierarchy
int item = properties->getCurrentItem();
if (item == -1)
return;
// saving a property to the specified file
PropertyPtr p = item_prop[item];
p->save("my_test_prop.prop");
}
////////////////////////////////////////////////////////////////////////////////
// start of the main loop
////////////////////////////////////////////////////////////////////////////////
int AppSystemLogic::update()
{
// Write here code to be called before updating each render frame.
return 1;
}
int AppSystemLogic::postUpdate()
{
// Write here code to be called after updating each render frame.
return 1;
}
////////////////////////////////////////////////////////////////////////////////
// end of the main loop
////////////////////////////////////////////////////////////////////////////////
int AppSystemLogic::shutdown()
{
// Write here code to be called on engine shutdown.
return 1;
}
Property Class
Enums
CALLBACK_INDEX#
Name | 说明/描 述 |
---|---|
CALLBACK_RELOADED = 0 | Property reloaded callback. This callback is fired when the property is reloaded. |
CALLBACK_MOVED = 1 | Property moved callback. This callback is fired when the path of the property is changed. |
CALLBACK_RENAMED = 2 | Property renamed callback. This callback is fired when the name of the property is changed. |
CALLBACK_REPARENTED = 3 | Property reparented callback. This callback is fired when the parent of the property is changed. |
CALLBACK_PARAMETER_CHANGED = 4 | Property parameter changed callback. This callback is fired when the value of any parameter of the property is changed or reset to default. |
CALLBACK_DESTROY = 5 | Property destroy callback. This callback is fired when the property is destroyed. |
Members
static PropertyPtr create ( ) #
Constructor. Creates a new property instance.Ptr<Property> getChild ( int num ) #
Returns the child property of the current property.Arguments
- int num - The number of the target child property.
Return value
Child property.int getID ( ) #
Returns the ID of the property.Return value
Property ID.UGUID getGUID ( ) #
Returns the GUID of the property.Return value
GUID of the property.int isBase ( ) #
Returns a value indicating if the property is a base property.Return value
1 if the property is a base property; otherwise, 0.void setEditable ( int editable ) #
Sets a value indicating if the property can be edited.Arguments
- int editable - 1 to make the property editable; 0 to make it read-only.
int isEditable ( ) #
Returns a value indicating if the property can be edited.Return value
1 if the property is editable; otherwise, 0.int isHidden ( ) #
Returns a value indicating if the property is hidden.Return value
1 if the property is hidden; otherwise, 0.int isEngine ( ) #
Returns a value indicating if the property is engine-related (i.e. required for engine operation). Such properties are stored in the core, editor and editor2 folders.Return value
1 if the property is engine-related; otherwise, 0.int isInternal ( ) #
Returns a value indicating if the property is an internal one.Return value
1 if the property is internal; otherwise, 0.int isManual ( ) #
Returns a value indicating if the property is a manual one.Return value
1 if the property is manual; otherwise, 0.int isHierarchyValid ( ) #
Returns a value indicating if there are no missing parents in the hierarchy of the property.Return value
1 if there are no missing parents in the hierarchy of the property; otherwise, 0.void setName ( const char * name ) #
Sets a new name for the property.Arguments
- const char * name - Name of the property.
const char * getName ( ) #
Returns the property name.Return value
Name of the property.const char * getTooltip ( ) const#
Returns the property tooltip.Return value
Tooltip for the property.int getNumChildren ( ) #
Returns the number of children of the current property.Return value
Number of child properties.int hasOverrides ( ) #
Returns a value indicating if the property has at least one overridden parameter.Return value
1 if the property has at least one overridden parameter; otherwise, 0.Ptr<Property> getParent ( ) #
Returns the parent property.Return value
Parent property if it exists; if the current property has no parent, nullptr will be returned.int isParent ( const char * name ) #
Returns a value indicating if the property with the given name is a parent of this property.Suppose we have the following two manual properties in our project:
-
<?xml version="1.0" encoding="utf-8"?> <property version="2.7.3" name="my_prop" parent_name="surface_base" manual="1"> <parameter name="my_parameter">100</parameter> </property>
-
<?xml version="1.0" encoding="utf-8"?> <property version="2.7.3" name="my_prop_0" parent_name="my_prop" manual="1"> <parameter name="my_parameter1">101</parameter> <parameter name="my_parameter2">101</parameter> </property>
The following code will return 1 as the my_prop property is the parent of the my_prop_0 property:
// get a property named my_prop_0
PropertyPtr property = Properties::findManualProperty("my_prop_0");
// perform parent check
Log::message("%d\n",property->isParent("my_prop"));
Arguments
- const char * name - Parent property name.
Return value
1 if the property with the given name is a parent of this property; otherwise, 0.int isParent ( const UGUID & guid ) #
Returns a value indicating if the property with the given GUID is a parent of this property.Arguments
- const UGUID & guid - Parent property GUID.
Return value
1 if the property with the given GUID is a parent of this property; otherwise, 0.int setParent ( const Ptr<Property> & property, int save_all_values = 0 ) #
Sets the given property as the parent for this property and saves the parameter values of the property (if the corresponding flag is set).Arguments
- const Ptr<Property> & property - Property to be set as the parent for this property.
- int save_all_values - Flag indicating if parameter values of the property will be saved after reparenting.
Return value
1 if the given property was successfully set as the parent for this property; otherwise, 0.void setPath ( const char * path ) #
Sets a new path for the property.Arguments
- const char * path - New path to the property file.
void setFileGUID ( const UGUID & fileguid ) #
Sets a new GUID for the property file.Arguments
UGUID getFileGUID ( ) #
Returns the current GUID of the property file.Return value
GUID of the property file.const char * getPath ( ) #
Returns a path to the property.Return value
Path to the property.Ptr<Property> clone ( ) #
Clones the property. The cloned property won't have a name, a path and won't be displayed in the properties hierarchy.Return value
Cloned property smart pointer.Ptr<Property> clone ( const char * name, const char * path ) #
Clones the property and assigns the specified name and path to the clone. The cloned property will be saved to the specified path on saveProperties() call. This method may be used, for example, to create a property missed during project's migration.Arguments
- const char * name - Cloned property name.
- const char * path - Path to save the cloned property.
Return value
Cloned property smart pointer.Ptr<Property> clone ( const char * name, const char * path, const UGUID & guid ) #
Clones the property and assigns the specified name, GUID and path to the clone. The cloned property will be saved to the specified path on saveProperties() call. This method may be used, for example, to create a property missed during project's migration.Arguments
- const char * name - Cloned property name.
- const char * path - Path to save the cloned property.
- const UGUID & guid - Cloned property GUID.
Return value
Cloned property smart pointer.Ptr<Property> clone ( const char * name ) #
Clones the property.// get a property to be cloned
PropertyPtr property = Properties::findProperty("surface_base_0");
// clone the property
PropertyPtr cloned = property->clone("cloned_surface_base_0");
// perform something on the cloned pointer
// ...
// delete the pointer
cloned.grab();
cloned.destroy();
Arguments
- const char * name - Cloned property name.
Return value
Cloned property smart pointer.Ptr<Property> inherit ( ) #
Inherits a new property from this one. The inherited property will be empty: it won't have a name, a path and won't be displayed in the properties hierarchy.Return value
Inherited property smart pointer.Ptr<Property> inherit ( const char * name ) #
Inherits a new property from this one and assigns the specified name to it.Arguments
- const char * name - Inherited property name.
Return value
Inherited property smart pointer.Ptr<Property> inherit ( const char * name, const char * path ) #
Inherits a new property from this one and assigns the specified name and path to it. The inherited property will be saved to the specified path on saveProperties() call.Arguments
- const char * name - Inherited property name.
- const char * path - Path to save the inherited property.
Return value
Inherited property smart pointer.Ptr<Property> inherit ( const char * name, const char * path, const UGUID & guid ) #
Inherits a new property from this one and assigns the specified name, GUID and path to it. The inherited property will be saved to the specified path on saveProperties() call.Arguments
- const char * name - Inherited property name.
- const char * path - Path to save the inherited property.
- const UGUID & guid - Inherited property GUID.
Return value
Inherited property smart pointer.int load ( ) #
Loads the property from the file specified by the setPath() function.Return value
1 if the property data is loaded successfully; otherwise, 0.int load ( const char * path ) #
Loads the property from the specified *.prop file.Arguments
- const char * path - Path to the *.prop file to load the property data from.
Return value
1 if the property data is loaded successfully; otherwise, 0.int loadXml ( const Ptr<Xml> & xml ) #
Loads data of the property (all its parameters) from the given instance of the Xml class.Arguments
Return value
1 if the property data is loaded successfully; otherwise, 0.int loadWorld ( const Ptr<Xml> & xml ) #
Loads data of the current property (all its options, states and parameters) from the given instance of the Xml class.Arguments
Return value
1 if the property data is loaded successfully; otherwise, 0.int reload ( ) #
Reloads the property and all its children.Return value
1 if the property is reloaded successfully; otherwise, 0.int canSaveInFile ( ) #
Returns a value indicating if the property can be saved to a file. For example, this function will return 0 for an internal or manual property.Return value
1 if the property can be saved to a file; otherwise, 0.int saveState ( const Ptr<Stream> & stream ) #
Saves data of the current property (all its parameters) into a binary stream.Example using saveState() and restoreState() methods:
// somewhere in code
// getting a manual property named "my_prop" via the Property Manager
PropertyPtr property = Properties::findManualProperty("my_prop");
property->setParameterInt(property->findParameter("my_int_param"), 3);
// save state
Blob blob_state = new Blob();
property.SaveState(blob_state);
// change state
property->setParameterInt(property->findParameter("my_int_param"), 4);
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
propertyparam1.RestoreState(blob_state, 0);
Arguments
Return value
true if the property data is saved successfully; otherwise, false.bool restoreState ( const Ptr<Stream> & stream, int restore_mode = 0 ) #
Restores the data of the property (all its parameters) from a binary stream in the specified mode.Example using saveState() and restoreState() methods:
// somewhere in code
// getting a manual property named "my_prop" via the Property Manager
PropertyPtr property = Properties::findManualProperty("my_prop");
property->setParameterInt(property->findParameter("my_int_param"), 3);
// save state
Blob blob_state = new Blob();
property.SaveState(blob_state);
// change state
property->setParameterInt(property->findParameter("my_int_param"), 4);
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
propertyparam1.RestoreState(blob_state, 0);
Arguments
- const Ptr<Stream> & stream - Stream in which the saved property parameter data is stored.
- int restore_mode - Restore mode. One of the Property::RESTORE_MODE_* values. The default value is Property::RESTORE_MODE_REPLACE.
Return value
true on success; otherwise, false.int save ( ) #
Saves the property data to the file specified by the setPath() function.Return value
1 if the property data is saved successfully; otherwise, 0.int save ( const char * path ) #
Saves the property data to the specified *.prop file.Arguments
- const char * path - Path to the *.prop file to save the property data to.
Return value
1 if the property data is saved successfully; otherwise, 0.int saveXml ( const Ptr<Xml> & xml ) #
Saves data of the property (all its parameters) to the given instance of the Xml class.Arguments
Return value
1 if the property data is saved successfully; otherwise, 0.int saveWorld ( const Ptr<Xml> & xml, int force = 0 ) #
Saves data of the current property (all its parameters) into the given instance of the Xml class.Arguments
- const Ptr<Xml> & xml - Xml class instance into which the property data will be saved.
- int force - A value indicating if forced saving of property data is used: 1 to enable forced saving, 0 to disable it.
Return value
1 if the property data is saved successfully; otherwise, 0.void * addCallback ( CALLBACK_INDEX callback, Unigine::CallbackBase1< Ptr<Property> > * func ) #
Adds a callback of the specified type. Callback functions can be used to determine actions to be performed when any changes to the property are made. The signature of the callback function should be as follows:// for all types except for the CALLBACK_PARAMETER_CHANGED
void callback_function_name(PropertyPtr property);
void name_changed(PropertyPtr property)
{
Log::message("A property has changed its name to \"%s\".\n", property->getName());
// ...
}
// somewhere in the code
// inheriting a new property named "my_prop" from the base property "surface_base" via the Property Manager
PropertyPtr property = Properties::findManualProperty("surface_base")->inherit("my_prop");
// setting our callback function on renaming a property
property->addCallback(Property::CALLBACK_RENAMED, MakeCallback(name_changed));
// renaming the property
property->setName("new name");
Arguments
- CALLBACK_INDEX callback - Callback type. One of the CALLBACK_* variables.
- Unigine::CallbackBase1< Ptr<Property> > * func - Callback pointer.
Return value
ID of the last added callback of the specified type, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.void * addCallback ( CALLBACK_INDEX callback, Unigine::CallbackBase2< Ptr<Property>, int > * func ) #
Adds a callback of the specified type. Callback functions can be used to determine actions to be performed when any changes to the property are made. The signature of the callback function should be as follows:// for the CALLBACK_PARAMETER_CHANGED type
void callback_function_name(PropertyPtr property, int parameter_num);
Arguments
- CALLBACK_INDEX callback - Callback type. One of the CALLBACK_* variables.
- Unigine::CallbackBase2< Ptr<Property>, int > * func - Callback pointer.
Return value
ID of the last added callback of the specified type, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.bool removeCallback ( CALLBACK_INDEX callback, void * id ) #
Removes the specified callback from the list of callbacks of the specified type. Callback functions can be used to determine actions to be performed when any changes to the property are made.Arguments
- CALLBACK_INDEX callback - Callback type. One of the CALLBACK_* variables.
- void * id - Callback ID obtained when adding it.
Return value
True if the callback with the given ID was removed successfully; otherwise false.void clearCallbacks ( CALLBACK_INDEX callback ) #
Clears all added callbacks of the specified type. Callback functions can be used to determine actions to be performed when any changes to the property are made.Arguments
- CALLBACK_INDEX callback - Callback type. One of the CALLBACK_* variables.
int parameterTypeByName ( const char * param_type ) #
Returns parameter type identifier by the type name specified.Arguments
- const char * param_type - Parameter type name.
Return value
Parameter type identifier, one of the PARAMETER_* variables.const char * parameterNameByType ( int param_type ) #
Returns parameter type name by the type identifier specified.Arguments
- int param_type - Parameter type identifier, one of the PARAMETER_* variables.
Return value
Parameter type name.Ptr<PropertyParameter> getParameterPtr ( ) #
Returns the root property parameter.You can't iterate through all parameters of the property in a single loop, a recursive function should be used instead:
#include <functional>
std::function<void(const PropertyParameterPtr &)> recursive_func = [&, this](const PropertyParameterPtr &p)
{
for (int i = 0; i < p->getNumChildren(); i++)
{
PropertyParameterPtr child = p->getChild(i);
// do something... e.g. print parameter names and values
Log::message("- %s: %s \n", child->getName(), child->getValueString().get());
recursive_func(child);
}
};
/* ... */
int AppWorldLogic::init() {
/* ... */
// getting the root parameter of the property
PropertyParameterPtr root_parameter = property->getParameterPtr();
// iterating through all parameters of the property
recursive_func(root_parameter);
return 1;
}
Return value
Root property parameter smart pointer.Ptr<PropertyParameter> getParameterPtr ( const char * name ) #
Returns a property parameter by its name.Arguments
- const char * name - Property parameter name.
Return value
Property parameter smart pointer.// getting some property named "my_property"
PropertyPtr pProperty = Properties::findManualProperty("my_property");
// trying to get a property parameter named "some_parameter"
PropertyParameterPtr param = pProperty->getParameterPtr("some_parameter");
// checking if such parameter exists and displaying a message
if (param->isExist())
Log::message("Specified property parameter exists!\n");
else
Log::message("No such parameter!\n");
Ptr<PropertyParameter> getParameterPtr ( int id ) #
Returns a property parameter by its ID.Arguments
- int id - Property parameter ID.
Return value
Property parameter smart pointer.// getting some property named "my_property"
PropertyPtr pProperty = Properties::findManualProperty("my_property");
// trying to get a property parameter having the ID=30
PropertyParameterPtr param = pProperty->getParameterPtr(30);
// checking if such parameter exists and displaying a message
if (param->isExist())
Log::message("Property parameter with the specified ID exists!\n");
else
Log::message("No such parameter!\n");
int getNumStructs ( ) #
Returns the number of structures of the property.Return value
Number of structures of the property.int findStruct ( const char * name ) #
Returns the number of the structure with the specified name.Arguments
- const char * name - Name of the structure to be found.
Return value
Number of the structure with the specified name, if it exists; otherwise, -1.const char * getStructName ( int num ) #
Returns the name of the structure with the specified number.Arguments
- int num - Structure number.