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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 This version of documentation is OUTDATED, as it describes an older SDK version!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

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 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++)
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:

Source code (C++)
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());
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 GameObjectUnit:
    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
    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");
    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")->getGUID(), 1, 1);

Handling Events

You can subscribe for events to track any changes made to the property and its parameters and perform certain actions. The signature of the handler function can be one of the following:

Source code (C++)
// for the ParameterChanged type
void handler_function_name(const PropertyPtr &property, int parameter_num);

// for all other types
void handler_function_name(const PropertyPtr &property);
The example below shows how to subscribe for events 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(const 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");

	// subscribing to the parameter change event
	property->getEventParameterChanged().connect(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

    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. You can copy and paste it to the corresponding files of your project.

AppSystemLogic.h

Source code (C++)
#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(const Unigine::WidgetPtr &button, int mbuttons);
	void reset_clicked(const Unigine::WidgetPtr &button, int mbuttons);
	void reload_clicked(const Unigine::WidgetPtr &button, int mbuttons);
	void refresh_info();
	void clone_clicked(const Unigine::WidgetPtr &button, int mbuttons);
	void inherit_clicked(const Unigine::WidgetPtr &button, int mbuttons);
	void save_prop_clicked(const Unigine::WidgetPtr &button, int mbuttons);
public:
	AppSystemLogic();
	~AppSystemLogic() override;

	int init() override;

	int update() override;
	int postUpdate() override;

	int shutdown() override;
};

#endif // __APP_SYSTEM_LOGIC_H__

AppSystemLogic.cpp

Source code (C++)
#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(Engine::BACKGROUND_UPDATE_RENDER_NON_MINIMIZED);

	// 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);

	// subscribing to UI element events 
	properties->getEventChanged().connect(this, &AppSystemLogic::properties_changed);
	parameters->getEventChanged().connect(this, &AppSystemLogic::parameters_changed);

	change->getEventClicked().connect(this, &AppSystemLogic::change_clicked);
	reset->getEventClicked().connect(this, &AppSystemLogic::reset_clicked);
	reload->getEventClicked().connect(this, &AppSystemLogic::reload_clicked);
	clone->getEventClicked().connect(this, &AppSystemLogic::clone_clicked);
	inherit->getEventClicked().connect(this, &AppSystemLogic::inherit_clicked);
	save_prop->getEventClicked().connect(this, &AppSystemLogic::save_prop_clicked);

	refresh_properties();
	return 1;
}

/// method refreshing properties
void AppSystemLogic::refresh_properties()
{
	properties->getEventChanged().setEnabled(false);
	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->getEventChanged().setEnabled(true);
}

/// method refreshing property parameters
void AppSystemLogic::properties_changed()
{
	parameters->getEventChanged().setEnabled(false);
	// 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->getEventChanged().setEnabled(true);
		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->getEventChanged().setEnabled(true);
	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(const WidgetPtr &button, int mbuttons)
{
	// 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(const WidgetPtr &button, int mbuttons)
{
	// 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(const WidgetPtr &button, int mbuttons)
{
	// 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(const WidgetPtr &button, int mbuttons)
{
	// 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(const WidgetPtr &button, int mbuttons)
{
	// 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(const WidgetPtr &button, int mbuttons)
{
	// 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

Members

Ptr<Node> getNode() const#

Returns the current node to which the property is assigned.

Return value

Current node to which the property is assigned.

int getNumStructs() const#

Returns the current number of structures of the property.

Return value

Current number of structures of the property.

Ptr<PropertyParameter> getParameterPtr() const#

Returns the current 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++)
#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

Current root property parameter smart pointer.

int getNumChildren() const#

Returns the current number of children of the current property.

Return value

Current number of child properties.

bool isHierarchyValid() const#

Returns the current value indicating if there are no missing parents in the hierarchy of the property.

Return value

true if there are no missing parents in the hierarchy of the property; otherwise false.

void setFileGUID ( const UGUID & guid ) #

Sets a new GUID of the property file.

Arguments

  • const UGUID & guid - The new GUID for the property file.

const UGUID & getFileGUID() const#

Returns the current GUID of the property file.

Return value

Current new GUID for the property file.

void setPath ( const char * path ) #

Sets a new path to the property file.

Arguments

  • const char * path - The path to the property file.

const char * getPath() const#

Returns the current path to the property file.

Return value

Current path to the property file.

UGUID getGUID() const#

Returns the current GUID of the property.

Return value

Current GUID of the property.

void setName ( const char * name ) #

Sets a new new name for the property.
Notice
This method is not available for manual and non-editable properties.

Arguments

  • const char * name - The property name.

const char * getName() const#

Returns the current new name for the property.
Notice
This method is not available for manual and non-editable properties.

Return value

Current property name.

bool isEngine() const#

Returns the current 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

true if the property is engine-related; otherwise false.

bool isManual() const#

Returns the current value indicating if the property is a manual one.

Return value

true if the property is manual; otherwise false.

bool isInternal() const#

Returns the current value indicating if the property is an internal one.

Return value

true if the property is internal; otherwise false.

bool isEditable() const#

Returns the current value indicating if the property can be edited.

Return value

true if the property is editable; otherwise false.

bool isHidden() const#

Returns the current value indicating if the property is hidden.

Return value

true if the property is hidden; otherwise false.

bool isBase() const#

Returns the current value indicating if the property is a base property.

Return value

true if the property is a base property; otherwise false.

int getID() const#

Returns the current identifier of the property.

Return value

Current property ID.

Ptr<Property> getParent() const#

Returns the current parent property.

Return value

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

const char * getTooltip() const#

Returns the current tooltip for the property.

Return value

Current tooltip for the property.

Event<const Ptr<Property> &> getEventDestroy() const#

event triggered when the property is destroyed. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(const Ptr<Property> & property)

Usage Example

Source code (C++)
// implement the Destroy event handler
void destroy_event_handler(const Ptr<Property> & property)
{
	Log::message("\Handling Destroy event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections destroy_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher->getEventDestroy().connect(destroy_event_connections, destroy_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher->getEventDestroy().connect(destroy_event_connections, [](const Ptr<Property> & property) { 
		Log::message("\Handling Destroy event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
destroy_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection destroy_event_connection;

// subscribe to the Destroy event with a handler function keeping the connection
publisher->getEventDestroy().connect(destroy_event_connection, destroy_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
destroy_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
destroy_event_connection.setEnabled(true);

// ...

// remove subscription to the Destroy event via the connection
destroy_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A Destroy event handler implemented as a class member
	void event_handler(const Ptr<Property> & property)
	{
		Log::message("\Handling Destroy event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
publisher->getEventDestroy().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;

//////////////////////////////////////////////////////////////////////////////
//  4. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Destroy event with a handler function
publisher->getEventDestroy().connect(destroy_event_handler);


// remove subscription to the Destroy event later by the handler function
publisher->getEventDestroy().disconnect(destroy_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   5. Subscribe to an event saving an ID and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////

// define a connection ID to be used to unsubscribe later
EventConnectionId destroy_handler_id;

// subscribe to the Destroy event with a lambda handler function and keeping connection ID
destroy_handler_id = publisher->getEventDestroy().connect([](const Ptr<Property> & property) { 
		Log::message("\Handling Destroy event (lambda).\n");
	}
);

// remove the subscription later using the ID
publisher->getEventDestroy().disconnect(destroy_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   6. Ignoring all Destroy events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
publisher->getEventDestroy().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
publisher->getEventDestroy().setEnabled(true);

Return value

Event reference.

Event<const Ptr<Property> &, int> getEventParameterChanged() const#

event triggered when the value of any parameter of the property is changed or reset to default. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(const Ptr<Property> & property, int param_index)

Usage Example

Source code (C++)
// implement the ParameterChanged event handler
void parameterchanged_event_handler(const Ptr<Property> & property,  int param_index)
{
	Log::message("\Handling ParameterChanged event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections parameterchanged_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher->getEventParameterChanged().connect(parameterchanged_event_connections, parameterchanged_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher->getEventParameterChanged().connect(parameterchanged_event_connections, [](const Ptr<Property> & property,  int param_index) { 
		Log::message("\Handling ParameterChanged event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
parameterchanged_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection parameterchanged_event_connection;

// subscribe to the ParameterChanged event with a handler function keeping the connection
publisher->getEventParameterChanged().connect(parameterchanged_event_connection, parameterchanged_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
parameterchanged_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
parameterchanged_event_connection.setEnabled(true);

// ...

// remove subscription to the ParameterChanged event via the connection
parameterchanged_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A ParameterChanged event handler implemented as a class member
	void event_handler(const Ptr<Property> & property,  int param_index)
	{
		Log::message("\Handling ParameterChanged event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
publisher->getEventParameterChanged().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;

//////////////////////////////////////////////////////////////////////////////
//  4. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the ParameterChanged event with a handler function
publisher->getEventParameterChanged().connect(parameterchanged_event_handler);


// remove subscription to the ParameterChanged event later by the handler function
publisher->getEventParameterChanged().disconnect(parameterchanged_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   5. Subscribe to an event saving an ID and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////

// define a connection ID to be used to unsubscribe later
EventConnectionId parameterchanged_handler_id;

// subscribe to the ParameterChanged event with a lambda handler function and keeping connection ID
parameterchanged_handler_id = publisher->getEventParameterChanged().connect([](const Ptr<Property> & property,  int param_index) { 
		Log::message("\Handling ParameterChanged event (lambda).\n");
	}
);

// remove the subscription later using the ID
publisher->getEventParameterChanged().disconnect(parameterchanged_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   6. Ignoring all ParameterChanged events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
publisher->getEventParameterChanged().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
publisher->getEventParameterChanged().setEnabled(true);

Return value

Event reference.

Event<const Ptr<Property> &> getEventReparented() const#

event triggered when the parent of the property is changed. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(const Ptr<Property> & property)

Usage Example

Source code (C++)
// implement the Reparented event handler
void reparented_event_handler(const Ptr<Property> & property)
{
	Log::message("\Handling Reparented event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections reparented_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher->getEventReparented().connect(reparented_event_connections, reparented_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher->getEventReparented().connect(reparented_event_connections, [](const Ptr<Property> & property) { 
		Log::message("\Handling Reparented event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
reparented_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection reparented_event_connection;

// subscribe to the Reparented event with a handler function keeping the connection
publisher->getEventReparented().connect(reparented_event_connection, reparented_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
reparented_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
reparented_event_connection.setEnabled(true);

// ...

// remove subscription to the Reparented event via the connection
reparented_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A Reparented event handler implemented as a class member
	void event_handler(const Ptr<Property> & property)
	{
		Log::message("\Handling Reparented event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
publisher->getEventReparented().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;

//////////////////////////////////////////////////////////////////////////////
//  4. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Reparented event with a handler function
publisher->getEventReparented().connect(reparented_event_handler);


// remove subscription to the Reparented event later by the handler function
publisher->getEventReparented().disconnect(reparented_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   5. Subscribe to an event saving an ID and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////

// define a connection ID to be used to unsubscribe later
EventConnectionId reparented_handler_id;

// subscribe to the Reparented event with a lambda handler function and keeping connection ID
reparented_handler_id = publisher->getEventReparented().connect([](const Ptr<Property> & property) { 
		Log::message("\Handling Reparented event (lambda).\n");
	}
);

// remove the subscription later using the ID
publisher->getEventReparented().disconnect(reparented_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   6. Ignoring all Reparented events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
publisher->getEventReparented().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
publisher->getEventReparented().setEnabled(true);

Return value

Event reference.

Event<const Ptr<Property> &> getEventRenamed() const#

event triggered when the name of the property is changed. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(const Ptr<Property> & property)

Usage Example

Source code (C++)
// implement the Renamed event handler
void renamed_event_handler(const Ptr<Property> & property)
{
	Log::message("\Handling Renamed event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections renamed_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher->getEventRenamed().connect(renamed_event_connections, renamed_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher->getEventRenamed().connect(renamed_event_connections, [](const Ptr<Property> & property) { 
		Log::message("\Handling Renamed event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
renamed_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection renamed_event_connection;

// subscribe to the Renamed event with a handler function keeping the connection
publisher->getEventRenamed().connect(renamed_event_connection, renamed_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
renamed_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
renamed_event_connection.setEnabled(true);

// ...

// remove subscription to the Renamed event via the connection
renamed_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A Renamed event handler implemented as a class member
	void event_handler(const Ptr<Property> & property)
	{
		Log::message("\Handling Renamed event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
publisher->getEventRenamed().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;

//////////////////////////////////////////////////////////////////////////////
//  4. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Renamed event with a handler function
publisher->getEventRenamed().connect(renamed_event_handler);


// remove subscription to the Renamed event later by the handler function
publisher->getEventRenamed().disconnect(renamed_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   5. Subscribe to an event saving an ID and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////

// define a connection ID to be used to unsubscribe later
EventConnectionId renamed_handler_id;

// subscribe to the Renamed event with a lambda handler function and keeping connection ID
renamed_handler_id = publisher->getEventRenamed().connect([](const Ptr<Property> & property) { 
		Log::message("\Handling Renamed event (lambda).\n");
	}
);

// remove the subscription later using the ID
publisher->getEventRenamed().disconnect(renamed_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   6. Ignoring all Renamed events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
publisher->getEventRenamed().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
publisher->getEventRenamed().setEnabled(true);

Return value

Event reference.

Event<const Ptr<Property> &> getEventMoved() const#

event triggered when the path of the property is changed. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(const Ptr<Property> & property)

Usage Example

Source code (C++)
// implement the Moved event handler
void moved_event_handler(const Ptr<Property> & property)
{
	Log::message("\Handling Moved event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections moved_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher->getEventMoved().connect(moved_event_connections, moved_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher->getEventMoved().connect(moved_event_connections, [](const Ptr<Property> & property) { 
		Log::message("\Handling Moved event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
moved_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection moved_event_connection;

// subscribe to the Moved event with a handler function keeping the connection
publisher->getEventMoved().connect(moved_event_connection, moved_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
moved_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
moved_event_connection.setEnabled(true);

// ...

// remove subscription to the Moved event via the connection
moved_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A Moved event handler implemented as a class member
	void event_handler(const Ptr<Property> & property)
	{
		Log::message("\Handling Moved event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
publisher->getEventMoved().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;

//////////////////////////////////////////////////////////////////////////////
//  4. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Moved event with a handler function
publisher->getEventMoved().connect(moved_event_handler);


// remove subscription to the Moved event later by the handler function
publisher->getEventMoved().disconnect(moved_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   5. Subscribe to an event saving an ID and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////

// define a connection ID to be used to unsubscribe later
EventConnectionId moved_handler_id;

// subscribe to the Moved event with a lambda handler function and keeping connection ID
moved_handler_id = publisher->getEventMoved().connect([](const Ptr<Property> & property) { 
		Log::message("\Handling Moved event (lambda).\n");
	}
);

// remove the subscription later using the ID
publisher->getEventMoved().disconnect(moved_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   6. Ignoring all Moved events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
publisher->getEventMoved().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
publisher->getEventMoved().setEnabled(true);

Return value

Event reference.

Event<const Ptr<Property> &> getEventReloaded() const#

event triggered when the property is reloaded. You can subscribe to events via connect()  and unsubscribe via disconnect(). You can also use EventConnection  and EventConnections  classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler(const Ptr<Property> & property)

Usage Example

Source code (C++)
// implement the Reloaded event handler
void reloaded_event_handler(const Ptr<Property> & property)
{
	Log::message("\Handling Reloaded event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections reloaded_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
publisher->getEventReloaded().connect(reloaded_event_connections, reloaded_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
publisher->getEventReloaded().connect(reloaded_event_connections, [](const Ptr<Property> & property) { 
		Log::message("\Handling Reloaded event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
reloaded_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection reloaded_event_connection;

// subscribe to the Reloaded event with a handler function keeping the connection
publisher->getEventReloaded().connect(reloaded_event_connection, reloaded_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
reloaded_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
reloaded_event_connection.setEnabled(true);

// ...

// remove subscription to the Reloaded event via the connection
reloaded_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A Reloaded event handler implemented as a class member
	void event_handler(const Ptr<Property> & property)
	{
		Log::message("\Handling Reloaded event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
publisher->getEventReloaded().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;

//////////////////////////////////////////////////////////////////////////////
//  4. You can subscribe and unsubscribe via the handler function directly
//////////////////////////////////////////////////////////////////////////////

// subscribe to the Reloaded event with a handler function
publisher->getEventReloaded().connect(reloaded_event_handler);


// remove subscription to the Reloaded event later by the handler function
publisher->getEventReloaded().disconnect(reloaded_event_handler);


//////////////////////////////////////////////////////////////////////////////
//   5. Subscribe to an event saving an ID and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////

// define a connection ID to be used to unsubscribe later
EventConnectionId reloaded_handler_id;

// subscribe to the Reloaded event with a lambda handler function and keeping connection ID
reloaded_handler_id = publisher->getEventReloaded().connect([](const Ptr<Property> & property) { 
		Log::message("\Handling Reloaded event (lambda).\n");
	}
);

// remove the subscription later using the ID
publisher->getEventReloaded().disconnect(reloaded_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   6. Ignoring all Reloaded events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
publisher->getEventReloaded().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
publisher->getEventReloaded().setEnabled(true);

Return value

Event reference.

static PropertyPtr create ( ) #

Constructor. Creates a new property instance.

Ptr<Property> getChild ( int num ) const#

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.

bool hasOverrides ( ) const#

Returns a value indicating if the property has at least one overridden parameter.

Return value

true if the property has at least one overridden parameter; otherwise, false.

bool isParent ( const char * name ) const#

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
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

true if the property with the given name is a parent of this property; otherwise, false.

bool isParent ( const UGUID & guid ) const#

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

true if the property with the given GUID is a parent of this property; otherwise, false.

int setParent ( const Ptr<Property> & property, bool 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

  • const Ptr<Property> & property - Property to be set as the parent for this property.
  • bool 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.

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.
Source code (UnigineScript)
// 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.

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

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

bool 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

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

bool loadXml ( const Ptr<Xml> & xml ) #

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

Arguments

  • const Ptr<Xml> & xml - Xml class instance in which the property data is stored.

Return value

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

bool 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

  • const Ptr<Xml> & xml - Xml class instance in which the property data is stored.

Return value

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

bool reload ( ) #

Reloads the property and all its children.

Return value

true if the property is reloaded successfully; otherwise, false.

bool canSaveInFile ( ) const#

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

true if the property can be saved to a file; otherwise, false.

bool saveState ( const Ptr<Stream> & stream ) const#

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
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 into which the property data will be saved.

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:

Source code (C++)
// 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 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

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

bool save ( const char * path ) #

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

Arguments

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

Return value

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

bool saveXml ( const Ptr<Xml> & xml ) const#

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

  • const Ptr<Xml> & xml - Xml class instance into which the property data will be saved.

Return value

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

bool saveWorld ( const Ptr<Xml> & xml, int force = 0 ) const#

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

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

int parameterTypeByName ( const char * param_type ) const#

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 ) const#

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 ( const char * name ) #

Returns a property parameter by its name.

Arguments

  • const char * name - Property parameter name.

Return value

Property parameter smart pointer.
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"
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.
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"
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 findStruct ( const char * name ) const#

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 ) const#

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.
Last update: 2024-03-20
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