limboai/blackboard/blackboard.h

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/**
* blackboard.h
* =============================================================================
* Copyright 2021-2023 Serhii Snitsaruk
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BLACKBOARD_H
#define BLACKBOARD_H
#include "bb_variable.h"
#ifdef LIMBOAI_MODULE
#include "core/object/object.h"
#include "core/object/ref_counted.h"
#include "core/variant/variant.h"
#include "scene/main/node.h"
#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/classes/ref.hpp>
#include <godot_cpp/classes/ref_counted.hpp>
#include <godot_cpp/core/object.hpp>
#include <godot_cpp/templates/hash_map.hpp>
using namespace godot;
#endif // LIMBOAI_GDEXTENSION
class Blackboard : public RefCounted {
GDCLASS(Blackboard, RefCounted);
private:
HashMap<String, BBVariable> data;
Ref<Blackboard> parent;
protected:
static void _bind_methods();
public:
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void set_parent(const Ref<Blackboard> &p_blackboard) { parent = p_blackboard; }
Ref<Blackboard> get_parent() const { return parent; }
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Ref<Blackboard> top() const;
Variant get_var(const String &p_name, const Variant &p_default) const;
void set_var(const String &p_name, const Variant &p_value);
bool has_var(const String &p_name) const;
void erase_var(const String &p_name);
void bind_var_to_property(const String &p_name, Object *p_object, const StringName &p_property);
void unbind_var(const String &p_name);
void add_var(const String &p_name, const BBVariable &p_var);
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void prefetch_nodepath_vars(Node *p_node);
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// TODO: Add serialization API.
};
#endif // BLACKBOARD_H