Sharing Data between the Logic System Components
Sometimes it is necessary to share data between the elements of the Logic System: WorldLogic, SystemLogic, EditorLogic classes. Basically, there are three ways to do that:
- Using a global variable.
- Using a script variable.
- Using a member variable of AppSystemLogic, AppWorldLogic or AppEditorLogic classes.
This example illustrates all three ways of sharing data, showing:
- how to declare and use a global variable;
- how to declare a variable in the world script and use it in the methods of the AppSystemLogic class;
- how to use member variables of AppSystemLogic class in the methods of AppWorldLogic and vice versa.
Using a Global Variable#
We can declare a global variable in a separate file, so we add a couple of files to our project:
- global.h file.
// global.h #ifndef __GLOBAL_H__ #define __GLOBAL_H__ extern int global_var; #endif // __GLOBAL_H__
- global.cpp file.
// global.cpp #include "global.h" int global_var = 33;
Now in order to use this variable in the methods of AppSystemLogic, AppWorldLogic or AppEditorLogic classes we just need to include the global.h in the corresponding header or implementation file.
Using a Script Variable#
We can declare a variable in our world script file (UnigineScript) named <YOUR_PROJECT_NAME>.usc.
// <YOUR_PROJECT_NAME>.usc
#include <core/unigine.h>
// This file is in UnigineScript language.
// World script, it takes effect only when the world is loaded.
// world script variable
int worldscript_var = 100;
/* */
Now in order to use this world script variable in the methods of AppSystemLogic class as an example, we can use the Engine::getWorldVariable() method. So, we must include the UnigineInterface.h library and add the following code to the AppSystemLogic.cpp file:
// AppSystemLogic.cpp
#include <UnigineInterface.h>
/* */
using namespace Unigine;
// engine pointer
Engine *engine;
/* */
int AppSystemLogic::init() {
// getting the engine pointer
engine = Engine::get();
/* */
return 1;
}
int AppSystemLogic::update() {
/* */
// checking if there is a variable with a given name in the world script
if (engine->isWorldVariable("worldscript_var"))
{
// getting the value of the world script variable
int ws_var = engine->getWorldVariable("worldscript_var").getInt();
if (ws_var <= 110)
{
Log::message("\nSYSTEMLOGIC UPDATE: Worldscript variable (modified value) worldscript_var = %d\n\n", ws_var);
// changing the value of the world script variable
engine->setWorldVariable("worldscript_var", Variable(ws_var + 1));
}
}
return 1;
}
/* */
Using Member Variables#
In the AppWorldLogic.h file, add the following code to define a pointer to the AppSystemLogic instance and a world logic variable. We must also include the AppSystemLogic.h header file.
// AppWorldLogic.h
/* */
#include "AppSystemLogic.h"
class AppSystemLogic;
class AppWorldLogic : public Unigine::WorldLogic {
public:
/* */
// pointer to the systemlogic
AppSystemLogic *systemlogic_ptr;
// world logic variable
int worldlogic_var = 11;
};
/* */
In the AppSystemLogic.h file, add the following code to define a pointer to the AppWorldLogic instance and a system logic variable. And again we must include the AppWorldLogic.h header file.
// AppSystemLogic.h
/* */
#include "AppWorldLogic.h"
class AppWorldLogic;
class AppSystemLogic : public Unigine::SystemLogic {
public:
/* */
// pointer to the worldlogic
AppWorldLogic *worldlogic_ptr;
// system logic variable
int systemlogic_var = 22;
};
/* */
In order to get access to the member variables of the instances of the AppSystemLogic and AppWorldLogic classes we should initialize our pointers. So we must insert the following code to the main file of our project called <YOUR_PROJECT_NAME>.cpp file.
// <YOUR_PROJECT_NAME>.cpp
#include <UnigineEngine.h>
#include "AppSystemLogic.h"
#include "AppWorldLogic.h"
#include "AppEditorLogic.h"
#ifdef _WIN32
int wmain(int argc,wchar_t *argv[]) {
#else
int main(int argc,char *argv[]) {
#endif
Unigine::EnginePtr engine(UNIGINE_VERSION,argc,argv);
AppSystemLogic system_logic;
AppWorldLogic world_logic;
AppEditorLogic editor_logic;
// initialize pointers
system_logic.worldlogic_ptr = &world_logic;
world_logic.systemlogic_ptr = &system_logic;
engine->main(&system_logic,&world_logic,&editor_logic);
return 0;
}
Now we can manage these variables in the methods of AppWorldLogic and AppSystemLogic classes by simply using systemlogic_ptr->systemlogic_var and worldlogic_ptr->worldlogic_var respectively.
Combining All Three Approaches#
Let us combine the three approaches and use our global, world script and member variables in the methods of the AppWorldLogic class:
// AppWorldLogic.cpp
/* */
// including the global.h to use our global variable
#include "global.h"
using namespace Unigine;
/* */
int AppWorldLogic::init() {
Log::warning("\nWorldlogic reporting:\n");
// modifying a global variable
global_var += 1000;
Log::message("\nGlobal variable (+1000 value) global_var = %d", global_var);
Log::message("\nSystemlogic variable (initial value) system_var = %d", systemlogic_ptr->systemlogic_var);
// modifying a system logic variable
systemlogic_ptr->systemlogic_var = 11;
Log::message("\nSystemlogic variable (modified value) system_var = %d \n\n", systemlogic_ptr->systemlogic_var);
return 1;
}
int AppWorldLogic::update() {
// managing a system logic variable
if (systemlogic_ptr->systemlogic_var > 0){
systemlogic_ptr->systemlogic_var--;
Log::message("\nWORLDLOGIC UPDATE: Systemlogic variable (modified value) system_var = %d", systemlogic_ptr->systemlogic_var);
}
return 1;
}
/* .. */
// AppSystemLogic.cpp
/* */
#include <UnigineInterface.h>
// including the global.h to use our global variable
#include "global.h"
using namespace Unigine;
Engine *engine;
/* */
int AppSystemLogic::init() {
// getting an engine pointer
engine = Engine::get();
Log::warning("\nSystemlogic reporting:\n ");
// modifying a global variable
global_var += 1000;
Log::message("\nGlobal variable (+1000 value) global_var = %d", global_var);
Log::message("\nWorldlogic variable (initial value) world_var = %d", worldlogic_ptr->worldlogic_var);
// modifying a world logic variable
worldlogic_ptr->worldlogic_var += 100;
Log::message("\nWorldlogic variable (modified value) world_var = %d\n\n", worldlogic_ptr->worldlogic_var);
return 1;
}
int AppSystemLogic::update() {
// checking if there is a variable with a given name in the world script
if (engine->isWorldVariable("worldscript_var")){
// getting the value of the world script variable
int ws_var = engine->getWorldVariable("worldscript_var").getInt();
if (ws_var <= 110)
{
Log::message("\nSYSTEMLOGIC UPDATE: Worldscript variable (modified value) worldscript_var = %d\n\n", ws_var);
// changing the value of the world script variable
engine->setWorldVariable("worldscript_var", Variable(ws_var + 1));
}
}
return 1;
}
/* .. */