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Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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A picked field of a component on an object. More...
#include <deki/reflection/PropertyRef.h>
Public Member Functions | |
| void | Rehash () |
| bool | IsSet () const |
Public Attributes | |
| std::string | object |
| std::string | component |
| std::string | field |
| uint32_t | componentTypeId = 0 |
| uint32_t | fieldHash = 0 |
A picked field of a component on an object.
The editor sets one with three dropdowns (object, then component, then field), so only valid references can be made. The component is stored by the qualified class name scenes use, the field by its name. Both are hashed once at load (Rehash); resolving is then a small linear scan with no string work.
The object is a name, because object ids are per scene and a graph asset is shared by every scene that uses it. "" means the object this component is on.
Resolve once (Awake, state entry) into a PropertyBinding and reuse it, not every frame.
| void Deki::PropertyRef::Rehash | ( | ) |
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inline |
| std::string Deki::PropertyRef::object |
| std::string Deki::PropertyRef::component |
| std::string Deki::PropertyRef::field |
| uint32_t Deki::PropertyRef::componentTypeId = 0 |
| uint32_t Deki::PropertyRef::fieldHash = 0 |