This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Callbacks

Any function from system, world or editor scripts can be called in a C++ code. UnigineScript functions that are called from an external code are known as callbacks. Via callbacks scripts can communicate with each other, as well as with the external application.

  • Callbacks support up to 4 arguments and can return a value of an arbitrary type.

See also

An example can be found in <UnigineSDK>/source/samples/Api/Scripts/Callbacks/ directory.

Callbacks Usage Example

C++ Side

To demonstrate how callbacks can be used, let's code the C++ part first. Here's code from your_project_name.cpp file:

Source code (C++)
#include <UnigineEngine.h>
#include <UnigineInterpreter.h>
#include <UnigineInterface.h>

#include "AppSystemLogic.h"
#include "AppWorldLogic.h"
#include "AppEditorLogic.h"


using namespace Unigine;

/*
	World function
*/
const Variable &runWorldFunction(const Variable &name,const Variable &v) {
	
	Log::warning("runWorldFunction(%s,%s) is called\n",name.getTypeName().get(),v.getTypeName().get());
	
	Engine *engine = Engine::get();
	return engine->runWorldFunction(name,v);
}

/*
*/
#ifdef _WIN32
	int wmain(int argc,wchar_t *argv[]) {
#else
	int main(int argc,char *argv[]) {
#endif

	// export the runWorldFunction() function defined above
	Unigine::Interpreter::addExternFunction("runWorldFunction", MakeExternFunction(&runWorldFunction));
	
	AppSystemLogic system_logic;
	AppWorldLogic world_logic;
	AppEditorLogic editor_logic;
	
	Unigine::EnginePtr engine(UNIGINE_VERSION,argc,argv);
	
	engine->main(&system_logic,&world_logic,&editor_logic);
	
	return 0;
}

The following code should be in AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"
#include "UnigineEditor.h"
#include "UnigineGame.h"

#include <UnigineInterpreter.h>


using namespace Unigine;
/*
 */
AppWorldLogic::AppWorldLogic() {
	
}

AppWorldLogic::~AppWorldLogic() {
	
}

/*
 */
int AppWorldLogic::init() {
	return 1;
}

int AppWorldLogic::shutdown() {
	return 1;
}

int AppWorldLogic::destroy() {
	return 1;
}

/*
 */
int AppWorldLogic::update() {
	/*
		Callbacks usage example
	*/

	// call the counter() function of the script
	Variable ret = Engine::get()->runWorldFunction(Variable("counter"));
	// print a message depending on the value returned by the counter() script function:
	// print the current value of the counter
	if (ret.getInt() != -1) Log::message("counter is: %d\n", ret.getInt());
	// print the world name
	if (ret.getInt() == 3) Log::message("\nworld name is: \"%s\"\n", Engine::get()->runWorldFunction(Variable("engine.world.getName")).getString());

	return 1;
}

int AppWorldLogic::render() {
	return 1;
}

int AppWorldLogic::flush() {
	return 1;
}

/*
 */
int AppWorldLogic::save(const Unigine::StreamPtr &stream) {
	UNIGINE_UNUSED(stream);
	return 1;
}

int AppWorldLogic::restore(const Unigine::StreamPtr &stream) {
	UNIGINE_UNUSED(stream);
	return 1;
}

Unigine Script Side

And now the UnigineScriptside: world script file where callbacks are defined:

Source code (UnigineScript)
// unigine_project.cpp

/*
*/
int callback(int value) {
	
	log.warning("callback(%s) is called\n",typeinfo(value));
	
	return value;
}

/*
*/
void counter() {
	
	for(int i = 0; i < 4; i++) {
		log.warning("counter(): called\n");
		yield i;
	}
	
	return -1;
}

/*
*/
int init() {
	
	log.message("\n");
	
	// run the callback() script function via the API runWorldFunction() function
	log.message("result is: %s\n\n",typeinfo(runWorldFunction("callback",10)));
	log.message("result is: %s\n\n",typeinfo(runWorldFunction("callback",vec3(1,2,3))));
	log.message("result is: %s\n\n",typeinfo(runWorldFunction("callback","a string")));
	
	/////////////////////////////////
	
	// show a console
	engine.console.setActivity(1);
	
	return 1;
}

Calling Sequence

The sequence of function call will be as follows:

  1. The interpreter exports the runWorldFunction() function to make it available from the script.
  2. The engine is initialized, and the init() function of the script is called. This function calls the exported runWorldFunction() function.
  3. The exported runWorldFunction() function calls the callback() function from the script.
  4. The engine enters the main loop, where it calls the counter() function from the script by using the Unigine::Engine::runWorldFunction()function.

Output

The following result will be printed into the console:

Output
runWorldFunction(string,int): called
callback(int: 10): called
result is: int: 10

runWorldFunction(string,vec3): called
callback(vec3: 1 2 3): called
result is: vec3: 1 2 3

runWorldFunction(string,string): called
callback(string: "a string") is called
result is: string: "a string"

counter(): called
counter is: 0
counter(): called
counter is: 1
counter(): called
counter is: 2
counter(): called
counter is: 3

world name is: "unigine_project/unigine_project"
Last update: 2017-07-03
Build: ()