|
Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
|
A resolved PropertyRef: where the field lives and what it is. More...
#include <deki/reflection/PropertyRef.h>
Public Member Functions | |
| bool | IsBound () const |
| bool | IsTransform () const |
Public Attributes | |
| void * | field = nullptr |
| const FieldRef * | info = nullptr |
| double | number = 0.0 |
| double | number2 = 0.0 |
| Object * | object = nullptr |
| TransformField | transform = TransformField::None |
A resolved PropertyRef: where the field lives and what it is.
Must stay plain old data: callers keep it in zero-initialized scratch memory (e.g. an FSM action's per-run state), so it must survive a memset to zero and own nothing.
|
inline |
|
inline |
| void* Deki::PropertyBinding::field = nullptr |
| const FieldRef* Deki::PropertyBinding::info = nullptr |
| double Deki::PropertyBinding::number = 0.0 |
| double Deki::PropertyBinding::number2 = 0.0 |
| Object* Deki::PropertyBinding::object = nullptr |
| TransformField Deki::PropertyBinding::transform = TransformField::None |