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https://github.com/simonask/reflect

A simple C++11 reflection/serialization framework.
https://github.com/simonask/reflect

Last synced: 17 days ago
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A simple C++11 reflection/serialization framework.

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README

        

C++ reflection and serialization framework
==========================================

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.

Features
--------

* 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.

Planned/pending features
------------------------

* YAML serialization.
* XML serialization.
* Built-in support for serialization of more standard library types.

Limitations
-----------

* Objects must derive from the `Object` type and include the `REFLECT` 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`.

Examples
========

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 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();
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());
composite->add_aspect(get_type());
Object* c = universe.create_object(composite, "My object");
Foo* f = aspect_cast(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"
}
}