/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2021 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #ifndef __OPENSPACE_CORE___PROPERTY___H__ #define __OPENSPACE_CORE___PROPERTY___H__ #include #include #include #include #include struct lua_State; namespace openspace::properties { class PropertyOwner; /** * A property encapsulates a value which should be user-changeable. A property almost * always belongs to a PropertyOwner who has taken ownership (setPropertyOwner) of the * Property. Per PropertyOwner, the identifier needs to be unique and can be * used as a URI. This class is an abstract base class and each subclass (most notable * TemplateProperty) needs to implement the methods Property::className, Property::get, * Property::set, Property::type(), Property::getLuaValue, Property::setLuaValue, * Property::getStringValue, Property::setStringValue and Property::typeLua to make full * use of the infrastructure. * The most common types can be implemented by creating a specialized instantiation of * TemplateProperty, which provides default implementations for these methods. * * The onChange method can be used by the PropertyOwner to listen to changes that happen * to the Property. The parameter is a function object that gets called after new value * has been set. * The metaData allows the developer to specify additional information about the Property * which might be used in GUI representations. One example would be a glm::vec4 property, * (Vec4Property) that can either represent a 4-dimensional position, a powerscaled * coordinate, a light position, or other things, requiring different GUI representations. * \see TemplateProperty * \see PropertyOwner */ class Property { public: /** * The visibility classes for Property%s. The classes are strictly ordered as * All > Developer > User > Hidden */ enum class Visibility { Hidden = 3, ///< Never visible Developer = 2, ///< Visible in Developer mode User = 1, ///< Visible in User mode All = 0, ///< Visible for all types, no matter what }; /** * This structure is passed to the constructor of a Property and contains the unique * identifier, a GUI name and descriptive text that are both user facing. */ struct PropertyInfo { /// GCC requires an explicit constructor here, as it does not handle the default /// argument for the struct initialization constexpr PropertyInfo(const char* ident, const char* gui, const char* desc) : identifier(ident) , guiName(gui) , description(desc) {} constexpr PropertyInfo(const char* ident, const char* gui, const char* desc, Visibility vis) : identifier(ident) , guiName(gui) , description(desc) , visibility(vis) {} /// The unique identifier that is part of the fully qualified URI of this Property const char* identifier; /// The name that is displayed in the user interface const char* guiName; /// The user facing description of this Property const char* description; /// Determines the visibility of this Property in the user interface Visibility visibility = Visibility::All; }; /// An OnChangeHandle is returned by the onChange method to uniquely identify an /// onChange callback using OnChangeHandle = uint32_t; /// An OnChangeHandle is returned by the onChange method to uniquely identify an /// onDelete callback using OnDeleteHandle = uint32_t; /// This OnChangeHandle can be used to remove all onChange callbacks from this /// Property static OnChangeHandle OnChangeHandleAll; /** * The constructor for the property. The \p info (see #PropertyInfo) contains * necessary information for this Property. #PropertyInfo::identifier needs to be * unique for each PropertyOwner. The #PropertyInfo::guiName will be stored in the * metaData to be accessed by the GUI elements using the #PropertyInfo::guiName key. * The default visibility settings is Visibility::All, whereas the default read-only * state is \c false. * * \param info The PropertyInfo structure that contains all the required static * information for initializing this Property. * * \pre \p info.identifier must not be empty * \pre \p info.guiName must not be empty */ Property(PropertyInfo info); /** * The destructor taking care of deallocating all unused memory. This method will not * remove the Property from the PropertyOwner. */ virtual ~Property(); /** * This method returns the class name of the Property. The method is used by the * TemplateFactory to create new instances of Propertys. The returned value is almost * always identical to the C++ class name of the derived class. * * \return The class name of the Property */ virtual std::string className() const = 0; /** * This method returns the encapsulated value of the Property to the caller. The type * that is returned is determined by the type function and is up to the developer of * the derived class. The default implementation returns an empty ghoul::any object. * * \return The value that is encapsulated by this Property, or an empty ghoul::any * object if the method was not overritten. */ virtual std::any get() const; /** * Sets the value encapsulated by this Property to the \p value passed to this * function. It is the caller's responsibility to ensure that the type contained in * \p value is compatible with the concrete subclass of the Property. The method * Property::type will return the desired type for the Property. The default * implementation of this method ignores the input. * * \param value The new value that should be stored in this Property */ virtual void set(std::any value); /** * This method returns the type that is requested by this Property for the set method. * The default implementation returns the type of \c void. * * \return The type that is requested by this Property's Property::set method */ virtual const std::type_info& type() const; /** * This method encodes the encapsulated value of this Property at the top of the Lua * stack. The specific details of this serialization is up to the property developer * as long as the rest of the stack is unchanged. The implementation has to be * synchronized with the Property::setLuaValue method. The default implementation is a * no-op. * * \param state The Lua state to which the value will be encoded * \return \c true if the encoding succeeded, \c false otherwise */ virtual bool getLuaValue(lua_State* state) const; /** * This method sets the value encapsulated by this Property by deserializing the value * on top of the passed Lua stack. The specific details of the deserialization are up * to the Property developer, but they must only depend on the top element of the * stack and must leave all other elements unchanged. The implementation has to be * synchronized with the Property::getLuaValue method. The default implementation is a * no-op. * * \param state The Lua state from which the value will be decoded * \return \c true if the decoding and setting of the value succeeded, \c false * otherwise */ virtual bool setLuaValue(lua_State* state); /** * Returns the Lua type that will be put onto the stack in the Property::getLua method * and which will be consumed by the Property::setLuaValue method. The returned value * can belong to the set of Lua types: \c LUA_TNONE, \c LUA_TNIL, \c LUA_TBOOLEAN, * \c LUA_TLIGHTUSERDATA, \c LUA_TNUMBER, \c LUA_TSTRING, \c LUA_TTABLE, * \c LUA_TFUNCTION, \c LUA_TUSERDATA, or \c LUA_TTHREAD. The default implementation * will return \c LUA_TNONE. * * \return The Lua type that will be consumed or produced by the Property::getLuaValue * and Property::setLuaValue methods. */ virtual int typeLua() const; /** * This method encodes the encapsulated \p value of this Property as a * std::string. The specific details of this serialization is up to the * property developer. The implementation has to be synchronized with the * Property::setStringValue method. The default implementation is a no-op. * * \param value The value to which the Property will be encoded * \return \p true if the encoding succeeded, \p false otherwise */ virtual bool getStringValue(std::string& value) const; /** * This method encodes the encapsulated value of this Property as a * std::string. * * \return the string value * * \throw ghoul::RuntimeError If value could not be fetched */ std::string getStringValue() const; /** * This method sets the value encapsulated by this Property by deserializing the * passed std::string. The specific details of the deserialization are up * to the Property developer. The implementation has to be synchronized with the * Property::getLuaValue method. The default implementation is a no-op. * * \param value The value from which the Property will be decoded * \return \c true if the decoding and setting of the value succeeded, \c false * otherwise */ virtual bool setStringValue(std::string value); /** * This method registers a \p callback function that will be called every time if * either Property:set or Property::setLuaValue was called with a value that is * different from the previously stored value. The callback can be removed by calling * the removeOnChange method with the OnChangeHandle that was returned here. * * \param callback The callback function that is called when the encapsulated type has * been successfully changed by either the Property::set or * Property::setLuaValue methods. * \return An OnChangeHandle that can be used in subsequent calls to remove a callback * * \pre The callback must not be empty */ OnChangeHandle onChange(std::function callback); /** * This method registers a \p callback function that will be called when the property * is destructed. * * \return An OnDeleteHandle that can be used in subsequent calls to remove a callback * * \pre The callback must not be empty */ OnDeleteHandle onDelete(std::function callback); /** * This method deregisters a callback that was previously registered with the onChange * method. If OnChangeHandleAll is passed to this function, all registered callbacks * are removed. * * \param handle An OnChangeHandle that was returned from a previous call to onChange * by this property or OnChangeHandleAll if all callbacks should be removed. * * \pre \p handle must refer to a callback that has been previously registred * \pre \p handle must refer to a callback that has not been removed previously */ void removeOnChange(OnChangeHandle handle); /** * This method deregisters a callback that was previously registered with the onDelete * method. * * \param handle An OnDeleteHandle that was returned from a previous call to onDelete * by this property. * * \pre \p handle must refer to a callback that has been previously registred * \pre \p handle must refer to a callback that has not been removed previously */ void removeOnDelete(OnDeleteHandle handle); /** * This method returns the unique identifier of this Property. * * \return The unique identifier of this Property */ const std::string& identifier() const; /** * Returns the fully qualified name for this Property that uniquely identifies this * Property within OpenSpace. It consists of the identifier preceded by all levels of * PropertyOwner%s separated with .; for example: * owner1.owner2.identifier. * * \return The fully qualified identifier for this Property */ std::string fullyQualifiedIdentifier() const; /** * Returns the PropertyOwner of this Property or \c nullptr, if it does not have an * owner. * * \return The Property of this Property */ PropertyOwner* owner() const; /** * Assigned the Property to a new PropertyOwner. This method does not inform the * PropertyOwner of this action. * * \param owner The new PropertyOwner for this Property */ void setPropertyOwner(PropertyOwner* owner); /** * Returns the human-readable GUI name for this Property that has been set in the * constructor. This method returns the same value as accessing the metaData object * and requesting the std::string stored for the guiName * key. * * \return The human-readable GUI name for this Property */ const std::string& guiName() const; /** * This function returns a user-facing description of the Property which can be * displayed in the user interface to inform the user what this Property does and how * it affects the rendering. * * \return The description of this Property */ const std::string& description() const; /** * Sets the identifier of the group that this Property belongs to. Property groups can * be used, for example, by GUI application to visually group different properties, * but it has no impact on the Property itself. The default value for the \p groupID * is "". * * \param groupId The group id that this property should belong to */ void setGroupIdentifier(std::string groupId); /** * Returns the group idenfier that this Property belongs to, or "" if it * belongs to no group. * \return The group identifier that this Property belongs to */ std::string groupIdentifier() const; /** * Sets a hint about the visibility of the Property. Each application accessing the * properties is free to ignore this hint. It is stored in the metaData Dictionary * with the key: Visibility. * * \param visibility The new visibility of the Property */ void setVisibility(Visibility visibility); /** * Returns this Property%'s visibility setting. * * \return This Property%'s visibility setting */ Visibility visibility() const; /** * This method determines if this Property should be read-only in external * applications. This setting is only a hint and does not need to be followed by GUI * applications and does not have any effect on the Property::set, * Property::setLuaValue, or Property::setStringValue methods. The value is stored in * the metaData Dictionary with the key: \c isReadOnly. The default value is \c false. * * \param state \c true if the Property should be read only, \c false otherwise */ void setReadOnly(bool state); /** * Default view options that can be used in the Property::setViewOption method. The * values are: Property::ViewOptions::Color = \c color, * Property::ViewOptions::LightPosition = \c lightPosition */ struct ViewOptions { static const char* Color; static const char* LightPosition; }; /** * This method allows the developer to give hints to the GUI about different * representations for the GUI. The same Property (for example Vec4Property) can be * used in different ways, each requiring a different input method. These values are * stored in the metaData object using the views. prefix in front of the * option parameter. See Property::ViewOptions for a default list of * possible options. As these are only hints, the GUI is free to ignore any suggestion * by the developer. * \param option The view option that should be modified * \param value Determines if the view option should be active (true) or * deactivated (false) */ void setViewOption(std::string option, bool value = true); /** * This method returns the state of a \p option hint. See Property::ViewOptions for a * default list of possible options. As these are only hints, the GUI is free to * ignore any suggestion by the developer. * * \param option The view option that should be retrieved * \param defaultValue The value that is returned if the \p option was not set * * \return The view option's value */ bool viewOption(const std::string& option, bool defaultValue = false) const; /** * Returns the metaData that contains all information for external applications to * correctly display information about the Property. No information that is stored in * this Dictionary is necessary for the programmatic use of the Property. * * \return The Dictionary containing all meta data information about this Property */ const ghoul::Dictionary& metaData() const; /** * Convert the Property into a string containing a JSON representation of the * Property. Includes description of the object. * * \return The JSON string */ virtual std::string toJson() const; /** * Get a valid JSON formatted representation of the Property's value. * * \return the value in a json compatible format */ virtual std::string jsonValue() const; /// Interpolation methods virtual void setInterpolationTarget(std::any value); virtual void setLuaInterpolationTarget(lua_State* state); virtual void setStringInterpolationTarget(std::string value); virtual void interpolateValue(float t, ghoul::EasingFunc easingFunction = nullptr); /** * Creates the information that is general to every Property and adds the * \c Identifier, \c Name, \c Type, and \c MetaData keys and their values. The meta * data is handles by the generateMetaDataDescription method, which has to be * overloaded if a concrete base class wants to add meta data that is not curated by * the Property class. * * \return The base description common to all Property classes */ std::string generateBaseJsonDescription() const; /** * Creates the information for the \c MetaData key-part of the JSON description for * the Property. The result can be included as one key-value pair in the description * text generated by subclasses. Only the metadata curated by the Property class is * used in this method. * * \return The metadata information text for the property */ std::string generateMetaDataJsonDescription() const; /** * Creates the information that is specific to each subclass of Property%s. If a * subclass needs to add additional information into the description, it has to * override this method and return the string containing all of the additional * information. The base implementation of the #description method will return the Lua * script: * return { generateBaseDescription(), generateMetaDataDescription(), * generateAdditionalDescription()}, which #generateMetaDataDescription * and this method being the override points to customize the behavior. * * \return The information specific to each subclass of Property */ virtual std::string generateAdditionalJsonDescription() const; /** * Returns whether or not the property value has changed. * * \return true if the property has changed */ bool hasChanged() const; /** * Reset the valChanged flag to an unchanged state, as if value has not been changed. */ void resetToUnchanged(); protected: static const char* IdentifierKey; static const char* NameKey; static const char* TypeKey; static const char* DescriptionKey; static const char* JsonValueKey; static const char* MetaDataKey; static const char* AdditionalDataKey; /** * This method must be called by all subclasses whenever the encapsulated value has * changed and potential listeners need to be informed. */ void notifyChangeListeners(); /// The PropetyOwner this Property belongs to, or nullptr PropertyOwner* _owner = nullptr; /// The identifier for this Property std::string _identifier; /// The GUI user-facing name of this Property std::string _guiName; /// The user-facing description of this Property std::string _description; /// The Dictionary containing all meta data necessary for external applications ghoul::Dictionary _metaData; /// The callback function sthat will be invoked whenever the value changes std::vector>> _onChangeCallbacks; /// The callback function sthat will be invoked whenever the value changes std::vector>> _onDeleteCallbacks; /// Flag indicating that this property value has been changed after initialization bool _isValueDirty = false; private: void notifyDeleteListeners(); OnChangeHandle _currentHandleValue = 0; #ifdef _DEBUG // These identifiers can be used for debugging. Each Property is assigned one unique // identifier. static uint64_t Identifier; uint64_t _id; #endif }; /// This function sanitizes an incoming string for JSON control characters std::string sanitizeString(const std::string& str); } // namespace openspace::properties #endif // __OPENSPACE_CORE___PROPERTY___H__