#include and static in angelscript?
Hi!
Been working on AngelScript for a while now in my 3d engine.
The thing is, I feel like im missing #include and also possibly the static keyword.
why not have a #include "script2.as"? With it I could build a large structure of diffrent scripts instead of just having to import every thing I want from other modules. Perhaps it would give the scripter to much power since he could access any file thrue it.
Also the static might be a bit missplaced and also wrong since it's not actually static. But having a value kept in a function between every call would be nice. I could just add it it globally but that can easily be messy when you have alot fo functions in the same file.
I don't know that might be very bad scripting of me there.
As AngelScript doesn't load the scripts itself, the #include statement could only be implemented as a callback function. But I think this is actually better suited for a preprocessor.
I've written a small article that shows how to implement the #include statement. You can also use a complete preprocessor, if you feel like it. Deyja has written one that has become quite popular with other AngelScript users.
I may implement static local variables in a future version, but right now it would be quite far down on the to-do list. Especially as a global variable works just as well.
Regards,
Andreas
I've written a small article that shows how to implement the #include statement. You can also use a complete preprocessor, if you feel like it. Deyja has written one that has become quite popular with other AngelScript users.
I may implement static local variables in a future version, but right now it would be quite far down on the to-do list. Especially as a global variable works just as well.
Regards,
Andreas
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
Thanks, I can't believe I missed that article.
And thanks for a great scripting language.
And thanks for a great scripting language.
I probably should include it in the manual as a tutorial. That way more people will find it, and see that it really is very simple.
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
We have implemented includes via our own 'preprocessor' - it basically grabs any files that are included as strings and dumps them together into a single script file before compiling.
works pretty well.
works pretty well.
Just for fun, I implemented a sample for the SDK that shows how to add support for the #include directive. You can find it in the latest SVN revision (72, I think it is now).
It's nothing much, I just took what was in that article I wrote a while ago and implemented a simple ScriptLoader class. I may actually expand upon it to make it a standard add-on. But that's for another time.
Regards,
Andreas
It's nothing much, I just took what was in that article I wrote a while ago and implemented a simple ScriptLoader class. I may actually expand upon it to make it a standard add-on. But that's for another time.
Regards,
Andreas
AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game
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