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WitchLord

Delegates are fully working now

13 posts in this topic

Nice.

 

Question:

 

How do i register functions accepting delegates as parameters.

funcdef void CALLBACK();
class Foo
{
  void Bar() { counter++; }
  void counter = 0;
}

events.Add(CALLBACK(f.Bar));

How does RegisterObjectMethod look?

Does it accept asIScriptFunction*? Do i have to increase refcount myself?

Edited by saejox
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You register it the same way as was done with function pointers before, i.e first register a funcdef to name the callback type, then register the object method as taking a handle of that type.

The method should be implemented to receive a pointer to a asIScriptFunction. The ref count should be updated the same way as is done for any handles.
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Calling the delegate works. :)

 

Other questions:

asIScriptFunction has objForDelegate but no public method to get it. In some cases i would prefer to hold method pointer and object pointer separately.

 

 

objForDelegate has refCount of 2. Wouldn't it need to be 3? ( gc, script scope, delegate)

class Object
{
  void Method(){}
  int a = 1;
}

int main()
{
  Object @obj = Object();
  GetFunctionPtr(@Callback(obj.Method));
  obj.a++;
  return 1;
}
 

 


   

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Holy cow, I didn't see this coming for a while yet! Awesome news, Andreas! I think this fulfills the last requirement to make Angelscript my favorite language ever. :)

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@saejox: I haven't made any interface changes for 2.26.3, but I plan to add methods for inspecting the object pointer and method in 2.27.0. There will also be a new method for creating delegates from the application side. For the refCount, at what exact moment did you inspect the refCount? In the script above, the Object is not garbage collected, so the only references are the local variable and the delegate.
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Ok, i forgot not all script objects needs to be GC'd. unsure.png

 

 

I have crash during compilation caused by  overloaded methods:

 

class Object
{
  void Method(Object @obj){obj.a++;}
  void Method(){}
  int a = 1;
}

int main()
{
  Object @obj = Object();
  GetFunctionPtr(@Callback(obj.Method));
  obj.a++;
  return 1;
}

 

Registration:

void GetFunctionPtr(asIScriptFunction *func) {...}
r = engine->RegisterFuncdef("void Callback()"); assert(r>=0);
r = engine->RegisterGlobalFunction("void GetFunctionPtr(Callback@)", asFUNCTION(GetFunctionPtr), asCALL_CDECL);
assert(r>=0);

Crashing in module compilation. at line 8122 as_compiler.cpp. bestMethod is null.

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The scenario should work. The compiler is supposed to pick the right overload. Looks like I missed something. I'll look into it. Thanks.
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The fix is simple. The if condition on line 8122 needs to check if bestMethod is not null before checking if the constness is correct. I'll have the check-in done as soon as I get home.
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That works. Thank you.


First multiple subtypes, now delegates. AngelScript started 2013 very strongly.

I need to rewrite significant portion of my game now. :)

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I've checked in the fix in revision 1614.

 

I'm glad you like the new features. I'm always trying to improve the library. 

 

By the way, it's now officially 10 years since the first public release of AngelScript biggrin.png Back then the script language only supported 32bit int and float types ph34r.png

 

Regards,

Andreas

Edited by Andreas Jonsson
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Hi, its me again :)

 

Will delegates support implicit conversion from functions and methods?

At the moment I'm very conflicted if i should add funcdefs like this: fn_void_int_float .

Because its very hard to remember all those delegate names.
I have less than 10 and still forget the correct one. I do suck at memorizing stuff :D Autocomplete ruined me i guess.

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Creating a delegate requires an explicit construct call with the name of the funcdef. I don't plan on having the compiler implicitly create delegates. My recommendation is that you name your funcdef with names that reflect what they meant to be used for, and not their signatures. That ought to make it easier to remember the names :)
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Okay, i understand. Not a big issue. I knew it was far stretch anyways. rolleyes.gif

 

I think i will name them using their signatures.

an example:

AddEvent(FrameEnded, FrameEndedDelegate(func));

but this also has a variant that gives takes a float.

so i need to find another meaningful name. Like

AddEvent(FrameEnded, FrameEndedDelegateWithTimePassed(func));

This gets too complex for my taste. if i were to name it based on signature then i don't need to remember just formulate its name from the signature of the bound function. That function the one she wrote, she can figure delegate name easily.

Another thing when the delegate name is typed wrong since there are too many overloads of the AddEvent resulting error message is not helpful.

One more is that i can generate funcdef declarations using a simple for loop, fn_void_void, fn_void_int, fn_void_float etc... Saves me typing and figuring out clever names for each delegate. Like a poor man's template :P

 

Since, i have no real experience with named delegates. Maybe i will be doing wrong. Time will tell :)

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