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WitchLord

AngelScript 2.26.2

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It appears that character literals are now treated as signed (most likely per rev 1600), but scriptstdstring addon's index operators still use uint8. This forces a rather awkward syntax needed for working with literals of high ASCII codes without getting any warnings:

somestring[5] == uint8('?');

I think character literals should stay unsigned, but in any case their sign should match that of the addon.

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Actually, character literals are still unsigned. This was not changed when I changed integer numbers to be signed.

 

What settings do you have for the following engine properties?

 

asEP_SCRIPT_SCANNER

asEP_USE_CHARACTER_LITERALS

asEP_STRING_ENCODING

 

What is the compiler warning you get? And for what expression do you get them?

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Indeed they are. I just realized that it is our preprocessor that converts the character literals into integers, as a normal step of preprocessing. We don't even have asEP_USE_CHARACTER_LITERALS enabled. Another false alarm!

Edited by TheAtom

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It is an improved version of the good old preprocessor by Anthony Casteel (also known as Deyja), from sources dating back to 2005 or so. I was going to mention it in relation to the other topic: http://www.gamedev.net/topic/640629-cc-like-define-directive-patch-attached/

 

It is built over version 0.5 of that preprocessor. I couldn't find any newer version (if it ever existed), in fact I can't seem to find the original sources whatsoever, anywhere. In addition to the features from 0.5, our version includes:

- multiline macros,

- recursive macro expansion,

- token concatenation with ## operator,

- evaluation of constant expressions (somewhat incomplete),

- additional features for #pragmas,

- minor things such as #warning and #error,

- incidentally, character literals are now converted to unsigned integers.

 

It is still independent from AngelScritpt and is platform-agnostic, and features a working line number translation between sources and the preprocessed file. And it is still pretty lightweight.

 

I have hopes to release (or should I say re-release) it soon, although that's not entirely up to me. And following that, discuss a possibility of including it in AngelScript sdk in some way (probably as an addon).

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