Deki 1.3.0
Modular C++ 2D engine for embedded displays and desktop
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PropertyBinding Struct Reference

A resolved PropertyRef: where the field lives and what it is. More...

#include <PropertyRef.h>

Public Member Functions

bool IsBound () const
bool IsTransform () const

Public Attributes

void * field = nullptr
const DekiFieldRefinfo = nullptr
double number = 0.0
double number2 = 0.0
DekiObjectobject = nullptr
DekiTransformField transform = DekiTransformField::None

Detailed Description

A resolved PropertyRef: where the field lives and what it is.

Plain old data on purpose — callers cache it in zero-initialized scratch memory (e.g. an FSM action's per-run state blob), so it must survive being memset to zero and must not own anything.

Member Function Documentation

◆ IsBound()

bool PropertyBinding::IsBound ( ) const
inline

◆ IsTransform()

bool PropertyBinding::IsTransform ( ) const
inline

Member Data Documentation

◆ field

void* PropertyBinding::field = nullptr

◆ info

const DekiFieldRef* PropertyBinding::info = nullptr

◆ number

double PropertyBinding::number = 0.0

◆ number2

double PropertyBinding::number2 = 0.0

◆ object

DekiObject* PropertyBinding::object = nullptr

◆ transform

DekiTransformField PropertyBinding::transform = DekiTransformField::None

The documentation for this struct was generated from the following file: