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//-----------------------------------------------------------------------------
// Name: object_sanity_state.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Editors/entity_type.h>
#include <Internal/integer.h>
static const int kObjectSanity_PO_UnsetConnectID = (1UL << 0);
static const int kObjectSanity_G_NullChild = (1UL << 0);
static const int kObjectSanity_G_ChildHasSanityIssue = (1UL << 1);
static const int kObjectSanity_G_Empty = (1UL << 2);
static const int kObjectSanity_G_ChildHasExternalConnection = (1UL << 3);
class ObjectSanityState {
public:
EntityType type;
private:
int32_t id;
uint32_t state_flags;
public:
ObjectSanityState();
ObjectSanityState(EntityType type, int32_t id, uint32_t state_flags);
bool Valid();
bool Ok();
int32_t GetID();
uint32_t GetStateFlags();
uint32_t GetErrorCount();
void GetError(uint32_t errindex, char* outbuf, uint32_t size);
};
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