Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
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Rebuilding the Engine and Tools
Double Precision Coordinates
Common Functionality
Controls-Related Classes
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Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
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Pathfinding-Related Classes
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CIGI Client Plugin
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Templates are used to generate different code chunks, functions and classes. Each template starts with the template keyword and sets an identifier and a code chunk, a function or a class, by which this identifier will be replaced when using the template.

The templates should be used instead of the #define preprocessor directive. The main differences from #define are the following:

  • The templates support syntax highlighting.
  • The templates work relative to a scope (while #define has the global scope).

See Also

  • Description of the #define and # preprocessor directives
  • Samples located in data/samples/systems/noise_02.cpp and data/samples/widgets/ui_01.cpp

Generating Code Chunks

A template that is used to generate a code chunk has the following syntax:

Source code (UnigineScript)
template template_name<ARG_NAME> { 
The ARG_NAME argument is used in the code chunk. It will be replaced by a value that is specified when using the template.
You can specify several arguments for the template, if it is required.
The following example demonstrates how to declare the template with 2 arguments and then generate a code from it:
Source code (UnigineScript)
template print<STRING,DIGIT> {
	log.message("%s, ",STRING);

// generate a code chunk

// The following code is generated:
// log.message("%s, ","int: 12");
// log.message("%d\n",17);
// log.message("%s, ","12");
// log.message("%d\n",17);

To turn a template argument into a string, use # before the argument:

Source code (UnigineScript)
template print<DIGIT> {


// Output:
// 17
// text_17

Generating Functions

Also it is possible to create a template that generates a function instead of the code chunk. This function will replace the identifier that is set by a template. The syntax of the function template is the following:

Source code (UnigineScript)
template template_name<ARG_NAME> void ARG_NAME { 
By using such template, you can generate functions with any names.

To declare several functions in one template, simply enclose the functions in curly braces:

Source code (UnigineScript)
template template_name<ARG_NAME> { 
	void func1_ ## ARG_NAME { function_code; }
	void func2_ ## ARG_NAME { function_code; }
Here the ## operator is used to concatenate 2 parts of a function name, so you cannot put it as the first or the last token in the function declaration.
The white spaces before and after the ## operator are required.

The following examples demonstrate how to:

  • Declare a template with 3 arguments and then generate a function from it:
    Source code (UnigineScript)
    template sum_template<NAME,A0,A1> void NAME() {
    	log.message("%s\n",typeinfo(A0 + A1));
    // generate the sum() function that adds 1 to 2
    // call the generated function
    // Output: int: 3
  • Declare several functions in one template and then use this template in the code in order to generate class member functions:
    Source code (UnigineScript)
    template setget<TYPE,NAME,VALUE> {
    	void set ## NAME(TYPE v) { VALUE = v; }
    	TYPE get ## NAME() { return VALUE; }
    class Foo {
    	int a,b,c;
    	// generate the following functions:
    	// void setA(int v) { a = v; }
    	// int getA() { return a; }
    	// void setB(int v) { b = v; }
    	// int getB() { return b; }
    	// void setC(string v) { c = v; }
    	// string getC() { return c; }
    	void info() { log.message("%d %d %s\n",a,b,c); }
    Foo f = new Foo();
    // call the generated member functions
    f.setC("Sample string");;
    // Output: 12 13 Sample string

Generating Classes

The syntax of the template that generates a class is the following:

Source code (UnigineScript)
template template_name<ARG_NAME> {
	class ARG_NAME {
By using such template, you can generate classes with any names. Also you can use the ## operator to construct a class name, for example:
Source code (UnigineScript)
template my_class<NAME> {
    class My ## NAME {
        My ## NAME() {
            log.message(__FUNC__ + ": called\n");
        ~My ## NAME() {
            log.message(__FUNC__ + ": called\n");

// generate the Foo class

MyFoo f = new MyFoo();
delete f;
Last update: 2017-10-20