Skip to content

Library Rangers Reflection

Gabriel edited this page Sep 26, 2023 · 2 revisions

Reflection

Provides methods for manipulating reflection data.

Functions;

  • T* GetDataPtr<T>(string in_rflName) where T : unmanaged - returns a pointer to a struct pertaining to the reflection data.
  • ReflectionInfo<T> GetDataInfo<T>(string in_rflName) where T : unmanaged - returns a ReflectionInfo<T> class containing the name, type and pointer to the reflection data.
  • object GetOriginalData(string in_rflName) - returns the original struct by name for given reflection data (if it was backed up by GetDataPtr<T>()).
  • T GetOriginalData<T>(string in_rflName) - same as above, but implicitly casted to the expected type.

Macros;

  • RFL_GET_PARAM(in_info, in_hierarchy) - returns a parameter from the specified hierarchy.
  • RFL_SET_PARAM(in_info, in_hierarchy, in_value) - sets a parameter at the specified hierarchy.
  • RFL_RESET_PARAM(in_info, in_type, in_hierarchy - resets a parameter back to default at the specified hierarchy.
  • RFL_GET_CONTEXTUAL_PLAYER_PARAM(in_info, in_hierarchy) - returns a parameter from the specified hierarchy in the current contextual mode package.
  • RFL_SET_CONTEXTUAL_PLAYER_PARAM(in_info, in_hierarchy, in_value) - sets a parameter at the specified hierarchy in the current contextual mode package.
  • RFL_RESET_CONTEXTUAL_PLAYER_PARAM(in_info, in_type, in_hierarchy) - resets a parameter back to default at the specified hierarchy in the current contextual mode package.

Types;

  • class ReflectionInfo<T> where T : unmanaged - a class containing basic information pertaining to reflection data.
Clone this wiki locally