Taron Millet, the programmer for Volgarr the Viking, created an interesting enumeration editor for their game editor used in the creation of Volgarr the Viking. This enumeration editor sparked my interest as somehow enumerations could contain within them an enumeration type. This forms a sort of tree hierarchy of enumerations! I actually emailed Taron about the editor, and he threw together a quick demo for me! If you’d like to see the demo just email me and I can send it to you.
Imagine you have an enumeration of types of items, things like breast plates, helmets, boots. Now imagine within each enumeration, lies another enumeration. You can enumerate types of helmets, types of boots and types of breast plates. Now imagine that this tree-like hierarchy is recursive with no depth boundary!
Not only was this enumeration tree really cool, but it also could be live-editted and commit back to C++ code. This is a very interesting idea and can be applied to custom editors for C++ game engines.
I’ve created my own terminal enumeration editor for a proof of concept. Here’s a video demo:
This sort of editor could be implemented in a fully featured editor, perhaps like the one Volgarr the Viking used! This is great for quick changes in gameplay and the like, and can greatly reduce the time required to setup type-safe enumerations. I myself use this editor to also reflect all constructed enumerations within a custom C++ introspection database. This allows all enumeration types to be passed to/from scripting languages, and serialized.
The implementation of such is actually super simple, and a proof of concept can be seen here: https://github.com/RandyGaul/Serialization_C. The idea is to use a single data file full of macro calls. This data file is then intentionally imported into multiple locations. Each time this import occurs different definitions of the macros are defined, thus interpreting the data in various ways upon each import. For more information about this see the link within this paragraph.