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How to instantiate classes in script?


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#1 ^DJ_Link^   Members   -  Reputation: 148

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Posted 16 July 2013 - 07:52 AM

Hi guys,

I'm sorry if this is a dumb question but I'm kind of new using AS.

 

So I have a class in C++ called Sprite with a method set_image(string, string)

 

I've registered them this way

//register class
engine->RegisterObjectType("Sprite", sizeof(Sprite), asOBJ_VALUE | asOBJ_POD);
// Register method
engine->RegisterObjectMethod("Sprite", "void set_image(const string sheet, const string image)", asMETHODPR(Sprite,set_image,(const string&, const string&),void), asCALL_THISCALL);


But now I can I use that in the script side?

 

I would assume something like 

Sprite@ sp = new Sprite(); // Not sure if @ or *, confusion here
sp->set_image("backgrounds","space"); // is it a -> or . for handles?

After reading some docs on Angescript I found out the @ for object handles, but still, how do I allocate a new Sprite to use in script? Do I need to create a static function that returns a handle in C++?

 

Once again thanks for reading this.


Edited by ^DJ_Link^, 16 July 2013 - 07:53 AM.


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#2 SoulSharer   Members   -  Reputation: 270

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Posted 16 July 2013 - 11:50 PM

Hello :), I guess you could benefit from reading http://www.angelcode.com/angelscript/sdk/docs/manual/doc_reg_basicref.html

So if you want to create an instance in script you will need to register a factory function (it could be as easy as new Class()).

You might also missing reference counter, unless you want to handle all this yourself.

 

As far as language goes, there is no * or -> in there. So its a dot operator for everything.

But you should really read some docs, it will benefit you in a long run.

 

http://www.angelcode.com/angelscript/sdk/docs/manual/index.html



#3 ^DJ_Link^   Members   -  Reputation: 148

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Posted 17 July 2013 - 01:50 AM

Ahh cool, it actually worked, I can now allocated and delete objects via script.

 

From what I'm getting I cannot have the same class registered as asOBJ_VALUE and asOBJ_REF, correct me if I'm wrong.

 

I was trying to add some flexibility. Right now I can allocate object using that example you gave like this

Sprite@ spr = Sprite();
// Do something

But I would also like to be able to do

Sprite spr; // local var
// do something

But when I try to register as 

engine->RegisterObjectType("Sprite", 0, asOBJ_VALUE | asOBJ_REF| asOBJ_NOCOUNT);


I get the following error

 

 Failed in call to function 'RegisterObjectType' with 'Sprite' (Code: -5) 



#4 SoulSharer   Members   -  Reputation: 270

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Posted 17 July 2013 - 02:20 AM

Not sure about this one.

As far as I see, you could try registering it as a value type and use handles when needed? (But not as a POD, because it's not.)

 

According to http://www.angelcode.com/angelscript/sdk/docs/manual/doc_script_handle.html

You can take a handle with "@", so:



object obj; 
object@ obj_h = @obj;
Failed in call to function 'RegisterObjectType' with 'Sprite' (Code: -5) 

-5 means that it has invalid arguments asINVALID_ARG = -5, it must be that you can't register like that

 

But I'm no way a guru in this thing, so don't follow my thoughts directly.


Edited by SoulSharer, 17 July 2013 - 02:23 AM.


#5 Andreas Jonsson   Moderators   -  Reputation: 3455

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Posted 17 July 2013 - 10:48 AM

SoulSharer is correct.

 

An object type cannot be both a value type and a reference type. They are mutually exclusive. Value types are allocated on the stack (or inline in objects if members of another type) and cannot outlive the scope in which they are declared. Reference types are allocated on the heap and will be kept alive until the last reference to them are removed.


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#6 ^DJ_Link^   Members   -  Reputation: 148

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Posted 17 July 2013 - 10:50 AM

SoulSharer is correct.

 

An object type cannot be both a value type and a reference type. They are mutually exclusive. Value types are allocated on the stack (or inline in objects if members of another type) and cannot outlive the scope in which they are declared. Reference types are allocated on the heap and will be kept alive until the last reference to them are removed.

Thanks for the help. I think I got most of the basis cover now. I've now able to allocate objects and used them via script :)






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