#include <parameter.h>
Public Member Functions | |
| virtual void | setValue (const Parameter &value)=0 |
| const std::string | getDisplayName () const |
Public Member Functions inherited from Resource | |
| Resource () | |
Public Member Functions inherited from Object | |
| Object () | |
| virtual | ~Object () |
| virtual bool | init (utility::ErrorState &errorState) |
| virtual void | onDestroy () |
| Object (Object &)=delete | |
| Object & | operator= (const Object &)=delete |
| Object (Object &&)=delete | |
| Object & | operator= (Object &&)=delete |
Public Attributes | |
| std::string | mName |
| Property 'Name': The name of this property. The name is separate from the ID and doesn't have to be unique. More... | |
Public Attributes inherited from Object | |
| std::string | mID |
| Property: 'mID' unique name of the object. Used as an identifier by the system. More... | |
Additional Inherited Members | |
Static Public Member Functions inherited from Object | |
| static bool | isIDProperty (rtti::Instance &object, const rtti::Property &property) |
A parameter is a wrapper around a value that can be specified in json. It can be used to specify 'metadata' on top of a value, such as the min/max value. This 'metadata' can then be used to validate the values being set on it and to offer an appropriate UI
The actual data is located in derived classes; Parameter itself only serves as a base class
| const std::string getDisplayName | ( | ) | const |
Get the display name for this parameter. If this parameter has a name set, that name is used. Otherwise, the ID is used.
|
pure virtual |
Set the value for this parameter from another parameter. The incoming value is guaranteed to be of the same parameter type.
| value | The parameter to set the new value from |
Implemented in ParameterEnum< T >, ParameterMat< T >, ParameterVec< T >, ParameterNumeric< T >, ParameterSimple< T >, ParameterButton, and ParameterDropDown.
| std::string mName |
Property 'Name': The name of this property. The name is separate from the ID and doesn't have to be unique.