Jolt Physics
A multi core friendly Game Physics Engine
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Attributes are members of classes that need to be serialized. More...
#include <SerializableAttribute.h>
Public Types | |
using | pGetMemberPrimitiveType = const RTTI *(*)() |
@ Serialization functions | |
using | pIsType = bool(*)(int inArrayDepth, EOSDataType inDataType, const char *inClassName) |
using | pReadData = bool(*)(IObjectStreamIn &ioStream, void *inObject) |
using | pWriteData = void(*)(IObjectStreamOut &ioStream, const void *inObject) |
using | pWriteDataType = void(*)(IObjectStreamOut &ioStream) |
Public Member Functions | |
SerializableAttribute (const char *inName, uint inMemberOffset, pGetMemberPrimitiveType inGetMemberPrimitiveType, pIsType inIsType, pReadData inReadData, pWriteData inWriteData, pWriteDataType inWriteDataType) | |
Constructor. | |
SerializableAttribute (const SerializableAttribute &inOther, int inBaseOffset) | |
Construct from other attribute with base class offset. | |
void | SetName (const char *inName) |
Name of the attribute. | |
const char * | GetName () const |
template<class T > | |
T * | GetMemberPointer (void *inObject) const |
Access to the memory location that contains the member. | |
template<class T > | |
const T * | GetMemberPointer (const void *inObject) const |
const RTTI * | GetMemberPrimitiveType () const |
In case this attribute contains an RTTI type, return it (note that a Array<sometype> will return the rtti of sometype) | |
bool | IsType (int inArrayDepth, EOSDataType inDataType, const char *inClassName) const |
Check if this attribute is of a specific type. | |
bool | ReadData (IObjectStreamIn &ioStream, void *inObject) const |
Read the data for this attribute into attribute containing class inObject. | |
void | WriteData (IObjectStreamOut &ioStream, const void *inObject) const |
Write the data for this attribute from attribute containing class inObject. | |
void | WriteDataType (IObjectStreamOut &ioStream) const |
Write the data type of this attribute to a stream. | |
Attributes are members of classes that need to be serialized.
using SerializableAttribute::pGetMemberPrimitiveType = const RTTI * (*)() |
@ Serialization functions
using SerializableAttribute::pIsType = bool (*)(int inArrayDepth, EOSDataType inDataType, const char *inClassName) |
using SerializableAttribute::pReadData = bool (*)(IObjectStreamIn &ioStream, void *inObject) |
using SerializableAttribute::pWriteData = void (*)(IObjectStreamOut &ioStream, const void *inObject) |
using SerializableAttribute::pWriteDataType = void (*)(IObjectStreamOut &ioStream) |
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Constructor.
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Construct from other attribute with base class offset.
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Access to the memory location that contains the member.
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In case this attribute contains an RTTI type, return it (note that a Array<sometype> will return the rtti of sometype)
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Check if this attribute is of a specific type.
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Read the data for this attribute into attribute containing class inObject.
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Name of the attribute.
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Write the data for this attribute from attribute containing class inObject.
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Write the data type of this attribute to a stream.