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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.Property Class

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 default, the property name and the *.prop file name coincide.

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.

Source code (C#)
PropertyParameter pPropertyParameter = pProperty.ParameterPtr; // get "root" parameter
Node pTargetNode = pPropertyParameter.GetChild(k).ValueNode; // get child with index "k", then its value

// ...

float positionFactor = pPropertyParameter.GetChild(k).ValueFloat;
// etc.

// If you know names, you can use:
pTargetNode = pProperty.GetParameterPtr("target").ValueNode;
positionFactor = pProperty.GetParameterPtr("position_factor").ValueFloat;

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:

Source code (C#)
PropertyParameter int_param = pProperty.GetParameterPtr("my_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.GetValue().String);
Notice
You can modify only existing parameters of the property. To add or remove new parameters, you should manually edit the .prop file or use API to edit the XML file via the code.

Adding and Removing Properties#

Notice
The Property class doesn't allow adding a new property to the property hierarchy.
A new property can be added to the hierarchy in one of the following ways:
  • 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 GameObjectsUnit:
    Source code (XML)
    <?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:
    Source code (C#)
    // inherit a GameObjectsUnit_0 property from the GameObjectsUnit property
    Property 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.GUID, "GameObjectsUnit_1", "game_object_unit_1.prop");
    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.
    Notice
    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:

Source code (C#)
// remove the property with the given name with all its children and delete the *.prop file
Properties.RemoveProperty(Properties.FindProperty("GameObjectsUnit_0").GUID, true, true);

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:

Source code (C#)
// for the PARAMETER_CHANGED type
void callback_function_name(Property property, int parameter_num){}

// for all other types
void callback_function_name(Property property){}
The example below shows how to add a callback to track changes of property parameters and report the name of the property and the changed parameter (suppose we have a manual property named my_prop with an integer parameter named my_int_param).
Source code (C#)
void parameter_changed(Property property, int num)
{
	Log.Message("Parameter \"%s\" of the property \"%s\" has changed its value.\n", property.GetParameterPtr(num).Name, property.Name);
	// ...
}

	// somewhere in the code

	// getting a manual property named "my_prop" via the Property Manager
	Property property = Properties.FindManualProperty("my_prop.prop");

	// setting our callback function on parameter change
	property.AddCallback(Property.CALLBACK_INDEX.PARAMETER_CHANGED, parameter_changed);

	// changing the value of the "my_int_param" parameter
	property.GetParameterPtr("my_int_param").ValueInt = 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

    Source code (XML)
    <?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

    Source code (XML)
    <?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

    Source code (XML)
    <?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 as a PropertyViewer component. You can copy and paste it to the corresponding file of your project.

AppSystemLogic.cs

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class PropertyViewer : Component
{
 	WidgetWindow window;
    WidgetHBox hbox;

    WidgetGroupBox properties_gb;
    WidgetTreeBox properties;
    WidgetGroupBox parameters_gb;
    WidgetTreeBox parameters;
    WidgetGroupBox value_gb;
    WidgetGroupBox menu_gb;

    WidgetVBox vbox2, vbox3;
    WidgetHBox hbox2;
    WidgetButton reload;
    WidgetButton clone;
    WidgetButton inherit;
    WidgetButton save_prop;

    // values
    List <WidgetLabel> label;
    WidgetEditLine value;
    WidgetButton change;
    WidgetButton reset;

    WidgetLabel info;
    WidgetLabel prop_info;

    Dictionary<int, Property> item_prop;
    Dictionary<int, PropertyParameter> item_param;

	/// method refreshing properties
	void refresh_properties()
	{
		properties.SetCallbackEnabled((int)Gui.CALLBACK_INDEX.CHANGED, false);
		properties.Clear();
		item_prop.Clear();

		// recursive function iterating through all children properties and building property hierarchy
		Action<int, Property> attach_children = null;
		attach_children = new Action<int, Property>((int parent, Property prop_parent) =>
		{
			for (int k = 0; k < prop_parent.NumChildren; k++)
			{
				Property prop = prop_parent.GetChild(k);
				
				if ((prop.Parent != null) && (prop != prop_parent) && (prop.Parent.GUID.ToString() == prop_parent.GUID.ToString()))
				{
					int child = properties.AddItem(prop.Name);
					properties.AddItemChild(parent, child);
					item_prop.Add(child, prop);
					attach_children(child, prop);
				}
			}
		});
		// building property hierarchy
		for (int i = 0; i < Properties.NumProperties; i++)
		{
			Property prop_base = Properties.GetProperty(i);
			if (prop_base.IsBase)
			{
				int parent = properties.AddItem(prop_base.Name);
				item_prop.Add(parent, prop_base);
				attach_children(parent, prop_base);
			}
		}
		properties.SetCallbackEnabled((int)Gui.CALLBACK_INDEX.CHANGED, true);
	}

	/// method refreshing property parameters
	void properties_changed()
	{
		parameters.SetCallbackEnabled((int)Gui.CALLBACK_INDEX.CHANGED, false);
		// clearing the list of property parameters and updating values displayed
		parameters.Clear();
		value_gb.Enabled = false;
		for (int i = 0; i <= 12; i++)
			label[i].Text = "";
			item_param.Clear();

		int item = properties.CurrentItem;
		if (item == -1)
		{
			parameters.SetCallbackEnabled((int)Gui.CALLBACK_INDEX.CHANGED, true);
			return;
		}
		// getting a property from the list in accordance with current selection
		Property prop = item_prop[item];

		// getting a root parameter of the selected property
		PropertyParameter pp = prop.ParameterPtr;
		
		// recursive function iterating through all parameters of a property
		Action<int, PropertyParameter> add_parameters = null;
		add_parameters = new Action<int, PropertyParameter>((parent, p) =>
		{
			for (int i = 0; i < p.NumChildren; i++)
			{
				PropertyParameter child = p.GetChild(i);
				int child_index = parameters.AddItem(child.Name);
				parameters.SetItemColor(child_index,
					new vec4(
					MathLib.ToFloat(child.IsInherited),
					1,
					MathLib.ToFloat(!child.IsOverridden),
					(child.IsHidden) ? 0.5f : 1.0f));
				item_param.Add(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: {0}\nPath: {1}\nInternal: {2}\nStructs: {3}\n", prop.Name, prop.Path, prop.IsInternal, prop.NumStructs);
		// adding all structures defined in the property (if any)
		for (int i = 0; i < prop.NumStructs; i++)
			pi += String.Format("{0}) {1}\n", i, prop.GetStructName(i));
		// displaying property information
		prop_info.Text = pi;

		parameters.SetCallbackEnabled((int)Gui.CALLBACK_INDEX.CHANGED, true);
		parameters.CurrentItem =-1;
	}

	/// method refreshing information about the currently selected property parameter
	void parameters_changed()
	{
		// checking if any property parameter is selected
		int item = parameters.CurrentItem;
		if (item == -1)
			return;

		value_gb.Enabled = true;
		// getting the parameter from the list in accordance with current selection
		PropertyParameter p = item_param[item];
		int i = 0;
		label[i++].Text = String.Format("<font color=ffff00>ID:</font> {0}", p.ID);
		label[i++].Text = String.Format("<font color=ffff00>Name:</font> {0}", p.Name);
		label[i++].Text = String.Format("<font color=ffff00>Title:</font> {0}", p.Title);
		label[i++].Text = String.Format("<font color=ffff00>Tooltip:</font> {0}", p.Tooltip);
		label[i++].Text = String.Format("<font color=ffff00>Group:</font> {0}", p.Group);
		label[i++].Text = String.Format("<font color=ffff00>Filter:</font> {0}", p.Filter);

		String s;
		// displaying parameter's type
		if (p.Type == Property.PARAMETER_ARRAY)
			s = String.Format("<font color=ffff00>Type:</font> array [<font color=ffff00>Size:</font> {0}, <font color=ffff00>Type:</font> {1}]", p.ArraySize, p.ArrayTypeName);
		else if (p.Type == Property.PARAMETER_STRUCT)
			s = String.Format("<font color=ffff00>Type:</font> struct [<font color=ffff00>Struct Name:</font> {0}]", p.StructName);
		else
			s = String.Format("<font color=ffff00>Type:</font> {0}", p.Property.ParameterNameByType(p.Type));
		label[i++].Text = s;
		label[i++].Text = String.Format("<font color=ffff00>Hidden:</font> {0}", p.IsHidden);
		label[i++].Text = String.Format("<font color=ffff00>Inherited:</font> {0}", p.IsInherited);
		label[i++].Text = String.Format("<font color=ffff00>Overridden:</font> {0}", p.IsOverridden);
		label[i++].Text = String.Format("<font color=ffff00>Has Min:</font> {0}", p.HasSliderMinValue());
		label[i++].Text = String.Format("<font color=ffff00>Has Max:</font> {0}", p.HasSliderMaxValue());
		s = "";
		if (p.Type == Property.PARAMETER_INT)
			s = String.Format("<font color=ffff00>Min:</font> {0} <font color=ffff00>Max:</font> {1}", p.IntMinValue, p.IntMaxValue);
		else if (p.Type == Property.PARAMETER_FLOAT)
			s = String.Format("<font color=ffff00>Min:</font> {0} <font color=ffff00>Max:</font> {1}", p.FloatMinValue, p.FloatMaxValue);
		else if (p.Type == Property.PARAMETER_DOUBLE)
			s = String.Format("<font color=ffff00>Min:</font> {0} <font color=ffff00>Max:</font> {1}", p.DoubleMinValue, p.DoubleMaxValue);
		else if (p.Type == Property.PARAMETER_SWITCH)
			s = String.Format("<font color=ffff00>Switch Num Items:</font> {0}", p.SwitchNumItems);
		label[i++].Text = s;
		value.Text = p.ValueString;
		reset.Enabled = p.IsOverridden;
	}

	/// change button on_click event handler
	void change_clicked()
	{
		// checking if any property parameter is currently selected
		int item = parameters.CurrentItem;
		if (item == -1)
			return;
		// setting the value of the currently selected property parameter and refreshing information
		PropertyParameter pp = item_param[item];
		pp.SetValue(value.Text);

		refresh_info();
	}

	/// reset button on_click event handler
	void reset_clicked()
	{
		// checking if any property parameter is currently selected
		int item = parameters.CurrentItem;
		if (item == -1)
			return;

		// resetting the value of the currently selected property parameter and refreshing information
		PropertyParameter pp = item_param[item];
		pp.ResetValue();

		refresh_info();
	}

	/// reload button on_click event handler
	void reload_clicked()
	{
		// reload all properties and refreshing information
		Properties.ReloadProperties();
		refresh_info();
	}

	/// method refreshing property and parameter information
	void refresh_info()
	{
		// getting current indices of property and parameter selection
		int item_pr = properties.CurrentItem;
		int item_pa = parameters.CurrentItem;
		refresh_properties();

		// setting current items and updating information displayed
		properties.CurrentItem = MathLib.Clamp(item_pr, -1, properties.NumItems - 1);
		properties_changed();
		parameters.CurrentItem =MathLib.Clamp(item_pa, -1, parameters.NumItems - 1);
		parameters_changed();
	}

	/// clone button on_click event handler
	void clone_clicked()
	{
		// checking if any property is selected in the hierarchy
		int item = properties.CurrentItem;
		if (item == -1)
			return;
		// cloning the selected property
		Property p = item_prop[item];
		Property p_clone = p.Clone();
		p_clone.Name =String.Format("{0}_cloned", p.Name);

		// refreshing information displayed
		refresh_info();
	}

	/// inherit button on_click event handler
	void inherit_clicked()
	{
		// checking if any property is selected in the hierarchy
		int item = properties.CurrentItem;
		if (item == -1)
			return;
		// inheriting a new property from the selected one
		Property p = item_prop[item];
		p.Inherit().Name = String.Format("{0}_inherited", p.Name);

		// refreshing information displayed
		refresh_info();
	}

	/// method saving the currently selected property to the "my_test_prop.prop" file
	void save_prop_clicked()
	{
		// checking if any property is selected in the hierarchy
		int item = properties.CurrentItem;
		if (item == -1)
			return;
		// saving a property to the specified file
		Property p = item_prop[item];
		p.Save("my_test_prop.prop");
	}

	private void Init()
	{
		// write here code to be called on component initialization
		Engine.BackgroundUpdate = true;

            label = new List<WidgetLabel>();
            item_prop = new Dictionary<int, Property>();
            item_param = new Dictionary<int, PropertyParameter>();
	        // creating user interface
	        Gui gui = Gui.GetCurrent();
	        window = new WidgetWindow(gui, "Properties Viewer");
	        window.Sizeable = true;
	        window.Width = WindowManager.MainWindow.Size.x;
	        window.Height = WindowManager.MainWindow.Size.y;
	        gui.AddChild(window, Gui.ALIGN_OVERLAP);

	        vbox2 = new WidgetVBox(gui);
	        window.AddChild(vbox2, Gui.ALIGN_EXPAND);

	        hbox = new WidgetHBox(gui);
	        vbox2.AddChild(hbox, Gui.ALIGN_EXPAND);

	        properties_gb = new WidgetGroupBox(gui, "Properties");
	        parameters_gb = new WidgetGroupBox(gui, "Parameters");
	        hbox.AddChild(properties_gb, Gui.ALIGN_EXPAND);
	        hbox.AddChild(parameters_gb, Gui.ALIGN_EXPAND);

	        properties = new WidgetTreeBox(gui);
	        parameters = new WidgetTreeBox(gui);
	        properties_gb.AddChild(properties, Gui.ALIGN_EXPAND);
	        parameters_gb.AddChild(parameters, Gui.ALIGN_EXPAND);

	        vbox3 = new WidgetVBox(gui);
	        hbox.AddChild(vbox3, Gui.ALIGN_EXPAND);
	        value_gb = new WidgetGroupBox(gui, "Value");
	        value_gb.Width = 300;
	        value_gb.Height = 300;
	        value_gb.Arrange();
	        menu_gb = new WidgetGroupBox(gui, "Menu");
	        vbox3.AddChild(value_gb, Gui.ALIGN_LEFT);
	        vbox3.AddChild(menu_gb, Gui.ALIGN_EXPAND);

	        label.Add(new WidgetLabel(gui, ""));
	        label[label.Count-1].FontRich = 1;
	        value_gb.AddChild(label[label.Count-1], Gui.ALIGN_LEFT);
	        value = new WidgetEditLine(gui);
	        value_gb.AddChild(value, Gui.ALIGN_EXPAND);
	        for (int i = 0; i < 12; i++)
	        {
		        label.Add(new WidgetLabel(gui, ""));
		        label[label.Count-1].FontRich = 1;
		        value_gb.AddChild(label[label.Count-1], Gui.ALIGN_LEFT);
	        }
	        change = new WidgetButton(gui, "Change Value");
	        value_gb.AddChild(change, Gui.ALIGN_LEFT);
	        reset = new WidgetButton(gui, "Reset Value");
	        value_gb.AddChild(reset, Gui.ALIGN_LEFT);

	        reload = new WidgetButton(gui, "Reload Property Files");
	        clone = new WidgetButton(gui, "Clone Property");
	        inherit = new WidgetButton(gui, "Inherit Property");
	        save_prop = new WidgetButton(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 = new WidgetLabel(gui);
	        info.FontRich = 1;
	        info.Text = "<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 = new WidgetLabel(gui);
	        menu_gb.AddChild(prop_info, Gui.ALIGN_LEFT);
	
	        // setting callbacks for UI elements
	        properties.AddCallback(Gui.CALLBACK_INDEX.CHANGED, properties_changed);
	        parameters.AddCallback(Gui.CALLBACK_INDEX.CHANGED, parameters_changed);

	        change.AddCallback(Gui.CALLBACK_INDEX.CLICKED, change_clicked);
	        reset.AddCallback(Gui.CALLBACK_INDEX.CLICKED, reset_clicked);
	        reload.AddCallback(Gui.CALLBACK_INDEX.CLICKED, reload_clicked);
	        clone.AddCallback(Gui.CALLBACK_INDEX.CLICKED, clone_clicked);
	        inherit.AddCallback(Gui.CALLBACK_INDEX.CLICKED, inherit_clicked);
	        save_prop.AddCallback(Gui.CALLBACK_INDEX.CLICKED, save_prop_clicked);
        
	        refresh_properties();
	}
	
	private void Update()
	{
		// write here code to be called before updating each render frame
		
	}
}

Property Class

Enums

CALLBACK_INDEX#

NameDescription
RELOADED = 0Property reloaded callback. This callback is fired when the property is reloaded.
MOVED = 1Property moved callback. This callback is fired when the path of the property is changed.
RENAMED = 2Property renamed callback. This callback is fired when the name of the property is changed.
REPARENTED = 3Property reparented callback. This callback is fired when the parent of the property is changed.
PARAMETER_CHANGED = 4Property parameter changed callback. This callback is fired when the value of any parameter of the property is changed or reset to default.
DESTROY = 5Property destroy callback. This callback is fired when the property is destroyed.

Properties

Node Node#

The

int NumStructs#

The number of structures of the property.

PropertyParameter ParameterPtr#

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:

Source code (C#)
public void recursive_func (PropertyParameter p)
{

	for (int i = 0; i < p.getNumChildren(); i++)
	{
		PropertyParameter child = p.getChild(i);
		
		// do something... e.g. print parameter names and values
		Log.Message("- {0}: {1} \n", child.getName(), child.getValueString());

		recursive_func(child);
	}
}
/* ... */

public override bool Init()
{
	/* ... */
	
	// getting the root parameter of the property
	PropertyParameter root_parameter = property.getParameterPtr();

	// iterating through all parameters of the property
	recursive_func(root_parameter);

	return 1;
}

int NumChildren#

The number of children of the current property.

bool IsHierarchyValid#

The A value indicating if there are no missing parents in the hierarchy of the property.

UGUID FileGUID#

The current guid of the property file.

string Path#

The A path to the property.

UGUID GUID#

The The GUID of the property.

string Name#

The property name.

bool IsEngine#

The 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.

bool IsManual#

The A value indicating if the property is a manual one.

bool IsInternal#

The A value indicating if the property is an internal one.

bool IsEditable#

The A value indicating if the property can be edited.

bool IsHidden#

The A value indicating if the property is hidden.

bool IsBase#

The A value indicating if the property is a base property.

int ID#

The id of the property.

Property Parent#

The parent property.

string Tooltip#

The Tooltip set for the property.

Members


Property ( ) #

Constructor. Creates a new property instance.

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.

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.

string GetTooltip ( ) #

Returns the property tooltip.

Return value

Tooltip for the property.

bool 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.

Property GetParent ( ) #

Returns the parent property.

Return value

Parent property if it exists; if the current property has no parent, nullptr will be returned.Parent property instance if it exists; if the property has no parent, null will be returned.

bool IsParent ( string 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:

  • Source code (XML)
    <?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>
  • Source code (XML)
    <?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:

Source code (C#)
// get a property named my_prop_0
Property property = Properties.findManualProperty("my_prop_0");
// perform parent check
Log.Message("{0}\n",property.isParent("my_prop"));

Arguments

  • string name - Parent property name.

Return value

1 if the property with the given name is a parent of this property; otherwise, 0.

bool IsParent ( UGUID guid ) #

Returns a value indicating if the property with the given GUID is a parent of this property.

Arguments

  • 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 ( 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).
Notice
The method is not available for manual and non-editable properties.

Arguments

  • 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.

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.

Property Clone ( string name, string 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

  • string name - Cloned property name.
  • string path - Path to save the cloned property.

Return value

Cloned property.

Property Clone ( string name, string path, 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

  • string name - Cloned property name.
  • string path - Path to save the cloned property.
  • UGUID guid - Cloned property GUID.

Return value

Cloned property.

Property Clone ( string name ) #

Clones the property.
Source code (UnigineScript)
Property property = Properties.findProperty("surface_base_0");
// clone the property
Property cloned = property.clone("cloned_surface_base_0");
// perform something on the cloned pointer
// ...
// delete the pointer
cloned.grab();
cloned.destroyPtr();

Arguments

  • string name - Cloned property name.

Return value

Cloned property.

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.

Property Inherit ( string name ) #

Inherits a new property from this one and assigns the specified name to it.

Arguments

  • string name - Inherited property name.

Return value

Inherited property smart pointer.

Property Inherit ( string name, string 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

  • string name - Inherited property name.
  • string path - Path to save the inherited property.

Return value

Inherited property.

Property Inherit ( string name, string path, 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

  • string name - Inherited property name.
  • string path - Path to save the inherited property.
  • UGUID guid - Inherited property GUID.

Return value

Inherited property.

bool Load ( ) #

Loads the property from the file specified by the setPath() function.
Notice
This function can be used to load properties created during application execution or stored outside the data directory.

Return value

1 if the property data is loaded successfully; otherwise, 0.

bool Load ( string path ) #

Loads the property from the specified *.prop file.

Arguments

  • string path - Path to the *.prop file to load the property data from.

Return value

1 if the property data is loaded successfully; otherwise, 0.

bool LoadXml ( Xml xml ) #

Loads data of the property (all its parameters) from the given instance of the Xml class.

Arguments

  • Xml xml - Xml class instance in which the property data is stored.

Return value

1 if the property data is loaded successfully; otherwise, 0.

bool LoadWorld ( Xml xml ) #

Loads data of the current property (all its options, states and parameters) from the given instance of the Xml class.

Arguments

  • Xml xml - Xml class instance in which the property data is stored.

Return value

1 if the property data is loaded successfully; otherwise, 0.

bool Reload ( ) #

Reloads the property and all its children.

Return value

1 if the property is reloaded successfully; otherwise, 0.

bool 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.

bool SaveState ( Stream stream ) #

Saves data of the current property (all its parameters) into a binary stream.

Example using saveState() and restoreState() methods:

Source code (C#)
// somewhere in code

// getting a manual property named "my_prop" via the Property Manager
Property 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 the state
property.setParameterInt(property.findParameter("my_int_param"), 4);

// restore state
blob_state.SeekSet(0);        // returning the carriage to the start of the blob
property.RestoreState(blob_state, 0);

Arguments

  • Stream stream - Stream into which the property data will be saved.

Return value

true if the property data is saved successfully; otherwise, false.

bool RestoreState ( 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:

Source code (C#)
// somewhere in code

// getting a manual property named "my_prop" via the Property Manager
Property 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 the state
property.setParameterInt(property.findParameter("my_int_param"), 4);

// restore state
blob_state.SeekSet(0);        // returning the carriage to the start of the blob
property.RestoreState(blob_state, 0);

Arguments

Return value

true on success; otherwise, false.

bool Save ( ) #

Saves the property data to the file specified by the setPath() function.
Notice
This method is not available for manual and internal properties.

Return value

1 if the property data is saved successfully; otherwise, 0.

bool Save ( string path ) #

Saves the property data to the specified *.prop file.
Notice
This method is not available for manual properties.

Arguments

  • string path - Path to the *.prop file to save the property data to.

Return value

1 if the property data is saved successfully; otherwise, 0.

bool SaveXml ( Xml xml ) #

Saves data of the property (all its parameters) to the given instance of the Xml class.
Notice
This method is not available for manual properties.

Arguments

  • Xml xml - Xml class instance into which the property data will be saved.

Return value

1 if the property data is saved successfully; otherwise, 0.

bool SaveWorld ( Xml xml, int force = 0 ) #

Saves data of the current property (all its parameters) into the given instance of the Xml class.

Arguments

  • 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.

IntPtr AddCallback ( CALLBACK_INDEX callback, Callback0Delegate 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:
Source code (C#)
// for all types except for the CALLBACK_PARAMETER_CHANGED
void callback_function_name(Property property);
Here is an example of tracking property name change via callbacks:
Source code (C#)
void name_changed(Property property)
{
    Log.Message("A property has changed its name to \"{0}\" .\n", property.getName());
	// ...
}

// somewhere in the code

// inheriting a new property named "my_prop" from the base property "surface_base" via the Property Manager
Property property = Properties.findManualProperty("surface_base").inherit("my_prop");

// setting our callback function on renaming a property
property.addCallback(Property.CALLBACK_RENAMED, name_changed);

// renaming the property
property.setName("new name");

Arguments

  • CALLBACK_INDEX callback
  • Callback0Delegate func - Callback function with the following signature: void Callback0Delegate(Property property)

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.

IntPtr AddCallback ( CALLBACK_INDEX callback, Callback1Delegate 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:
Source code (C#)
// for the CALLBACK_PARAMETER_CHANGED type
void callback_function_name(Property property, int parameter_num);

Arguments

  • CALLBACK_INDEX callback
  • Callback1Delegate func - Callback function with the following signature: void Callback1Delegate(Property property, int arg2)

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, IntPtr 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

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

int ParameterTypeByName ( string param_type ) #

Returns parameter type identifier by the type name specified.

Arguments

  • string param_type - Parameter type name.

Return value

Parameter type identifier, one of the PARAMETER_* variables.

string 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.

PropertyParameter GetParameterPtr ( string name ) #

Returns a property parameter by its name.

Arguments

  • string name - Property parameter name.

Return value

Property parameter instance.
Notice
This method never returns nullptr, regardless of whether a parameter with the specified name exists or not. It only displays an error message in the console in case of a non-existing parameter. To check if such parameter really exists, use the PropertyParameter.isExist() method. For example:
Source code (C#)
// getting some property named "my_property"
Property pProperty = Properties.findManualProperty("my_property");

// trying to get a property parameter named "some_parameter"
PropertyParameter param = pProperty.getParameterPtr("some_parameter");

// checking if such parameter exists and displaying a message
if (param.isExist() == 1)
    Log.Message("Specified property parameter exists!\n");
else
   Log.Message("No such parameter!\n");

PropertyParameter GetParameterPtr ( int id ) #

Returns a property parameter by its ID.

Arguments

  • int id - Property parameter ID.

Return value

Property parameter instance.
Notice
This method never returns nullptr, regardless of whether a parameter with the specified ID exists or not. It only displays an error message in the console in case of a non-existing parameter. To check if such parameter really exists, use the PropertyParameter.isExist() method. For example:
Source code (C#)
// getting some property named "my_property"
Property pProperty = Properties.findManualProperty("my_property");

// trying to get a property parameter having the ID=30
PropertyParameter param = pProperty.getParameterPtr(30);

// checking if such parameter exists and displaying a message
if (param.isExist() == 1)
    Log.Message("Property parameter with the specified ID exists!\n");
else
   Log.Message("No such parameter!\n");

int FindStruct ( string name ) #

Returns the number of the structure with the specified name.

Arguments

  • string name - Name of the structure to be found.

Return value

Number of the structure with the specified name, if it exists; otherwise, -1.

string GetStructName ( int num ) #

Returns the name of the structure with the specified number.

Arguments

  • int num - Structure number.

Return value

Structure name, if such structure exists, otherwise nullptr.

Node GetNode ( ) #

Last update: 2022-12-14
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