Data Structure Export
Data structures (together with their constructors and accessors, if necessary) can be exported into UnigineScript.
See Also
An example located in the <UnigineSDK>/source/samples/Api/Scripts/Structures/ folder.
Data Structure Export Example
Data structures are exported in the same way as C++ classes:
- Create an external class based on your C++ data structure via MakeExternClass().
- Add constructors to the external class.
- Add methods to the external class.
- Register the external class via Unigine::Interpreter::addExternClass().
Here is how different data structures can be exported from C++ into UnigineScript:
#include <string>
#include <map>
#include <UnigineEngine.h>
#include <UnigineInterpreter.h>
#include <UnigineInterface.h>
/*
*/
using namespace Unigine;
/******************************************************************************\
*
* Data structure
*
\******************************************************************************/
/*
*/
typedef struct mydata{
std::string name;
Unigine::Math::ivec3 vec;
const char *getName() const { return name.c_str(); }
} mydata;
std::map<std::string, mydata> mymap;
/*
*/
void get_data(const Variable &id) {
void *interpreter = Interpreter::get();
ArrayMap map = ArrayMap::get(interpreter,id);
for(std::map<std::string,mydata>::iterator it = mymap.begin(); it != mymap.end(); ++it) {
map.append(Variable(it->first.c_str()),Variable(interpreter,TypeInfo(TypeID<mydata*>()),&it->second));
}
}
/*
*/
struct MyVector {
MyVector() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) {
}
float x;
float y;
float z;
float w;
};
/******************************************************************************\
*
* Main
*
\******************************************************************************/
/*
*/
int main(int argc,char **argv) {
// export a data structure as an extern class
ExternClass<mydata> *mydata_export = MakeExternClass<mydata>();
// add a default constructor
mydata_export->addConstructor();
// export structure accessor
mydata_export->addFunction("getName",&mydata::getName);
// register the exported class
Interpreter::addExternClass("mydata",mydata_export);
// register the external function
Interpreter::addExternFunction("get_data2",MakeExternFunction(&get_data,"[]"));
// Fill a map
mydata data;
data.name = std::string("map_data_0");
mymap[std::string("key_0")] = data;
data.name = std::string("map_data_1");
mymap[std::string("key_1")] = data;
// export a data structure as an extern class
ExternClass<MyVector> *my_vector = MakeExternClass<MyVector>();
// add the constructor
my_vector->addConstructor();
// register structure accessors
my_vector->addSetFunction("setX",&MyVector::x);
my_vector->addGetFunction("getX",&MyVector::x);
my_vector->addSetFunction("setY",&MyVector::y);
my_vector->addGetFunction("getY",&MyVector::y);
my_vector->addSetFunction("setZ",&MyVector::z);
my_vector->addGetFunction("getZ",&MyVector::z);
my_vector->addSetFunction("setW",&MyVector::w);
my_vector->addGetFunction("getW",&MyVector::w);
// register the external class
Interpreter::addExternClass("MyVector",my_vector);
// Initialize the engine.
Engine *engine = Engine::init(UNIGINE_VERSION,0,argc,argv);
// Enter the main loop and call update() function in the loaded world script.
engine->main();
// Shut down the engine and call shutdown() function in the loaded world script.
Engine::shutdown();
return 0;
}
Access from Scripts
After registration, the exported data structure can be used in UnigineScript just like a usual class.
// my_world.cpp
int init() {
// Get data from a map.
mydata data2[];
get_data2(data2);
foreachkey(string key; data2) {
log.message("%s: %s\n",key,data2[key].getName());
}
log.message("\n");
// make extern struct
MyVector vector = new MyVector();
// set members
vector.setX(1.0f);
vector.setY(2.0f);
vector.setZ(4.0f);
vector.setW(8.0f);
// get members
log.warning("MyVector: (%g,%g,%g,%g)\n",vector.getX(),vector.getY(),vector.getZ(),vector.getW());
// delete extern struct
delete vector;
// show console
engine.console.setActivity(1);
return 1;
}
Output
The following result will be printed into the console:
key_0: map_data_0
key_1: map_data_1
MyVector: (1,2,3,4,8)
Last update: 2017-10-20
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