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Deki 1.3.0
Modular C++ 2D engine for embedded displays and desktop
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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 DekiFieldRef * | info = nullptr |
| double | number = 0.0 |
| double | number2 = 0.0 |
| DekiObject * | object = nullptr |
| DekiTransformField | transform = DekiTransformField::None |
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.
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inline |
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inline |
| void* PropertyBinding::field = nullptr |
| const DekiFieldRef* PropertyBinding::info = nullptr |
| double PropertyBinding::number = 0.0 |
| double PropertyBinding::number2 = 0.0 |
| DekiObject* PropertyBinding::object = nullptr |
| DekiTransformField PropertyBinding::transform = DekiTransformField::None |