This is a simple library that allows for simple reflection and serialization of C++ types. It is designed for use in video game engines, or other rich environments in which runtime object creation and reflection is useful.
- No meta-object compiler / preprocessing build step.
- Composite types ("aspect oriented programming") with rich interface casts.
- Simple serialization (to JSON at the moment).
- Simple and efficient signal/slot implementation included.
- Type-safe.
- C++11 compliant and extensible -- for instance, serializers for custom types can be easily defined, without modification to those types.
- YAML serialization.
- XML serialization.
- Built-in support for serialization of more standard library types.
- Objects must derive from the
Object
type and include theREFLECT
tag in their definition. - Requires runtime type information.
- Members of objects that aren't described by a
property(member, name, description)
will not be serialized/deserialized. - Class reflection/serialization with properties does not currently support multiple inheritance with non-interface (non-abstract) base classes. Use composite objects if needed. A class can derived from multiple base classes, but only one of them may derive from
Object
.
In foo.hpp:
#include "object.hpp"
class Foo : public Object {
REFLECT;
public:
Foo() : an_integer_property(123) {}
void add_number(float32 n) { a_list_of_floats.push_back(n); }
void say_hi() { std::cout << "Hi!\n"; }
private:
int32 an_integer_property;
Array<float32> a_list_of_floats;
};
In foo.cpp:
#include "foo.hpp"
#include "reflect.hpp"
BEGIN_TYPE_INFO(Foo)
property(&Foo::an_integer_property, "Number", "An integer property.");
property(&Foo::a_list_of_floats, "Float list", "A list of floats.");
slot(&Foo::say_hi, "Say Hi!", "A slot that says hi.");
END_TYPE_INFO()
In main.cpp:
int f() {
// Create a universe for our objects to live in.
TestUniverse universe;
// Print the type name and all properties.
auto foo_type = get_type<Foo>();
std::cout << foo_type->name() << '\n'; // prints "Foo"
for (auto attribute: foo_type->attribute()) {
std::cout << attribute->name() << ": " << attribute->type()->name() << '\n';
}
std::cout << '\n';
// Create a composite type consisting of two Foos.
CompositeType* composite = new CompositeType("FooFoo");
composite->add_aspect(get_type<Foo>());
composite->add_aspect(get_type<Foo>());
Object* c = universe.create_object(composite, "My object");
Foo* f = aspect_cast<Foo>(c); // get a pointer to the first Foo in c.
f->add_number(7);
f->say_hi();
// Serialize the composite as JSON, and write to stdout.
JSONArchive archive;
archive.serialize(c, universe);
archive.write(std::cout);
}
Output:
Foo
Number: int32
Float list: float32[]
{ "root": {
"id": "My object",
"aspects": [
{
"class": "Foo",
"Float list": [7],
"Number": 123
},
{
"class": "Foo",
"Float list": null,
"Number": 123
}
],
"class": "FooFoo"
}
}