AngelScript
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Path: /sdk/add_on/scriptarray/
The array
type is a template object that allow the scripts to declare arrays of any type. Since it is a generic class it is not the most performatic due to the need to determine characteristics at runtime. For that reason it is recommended that the application registers a template specialization for the array types that are most commonly used.
The type is registered with RegisterScriptArray(asIScriptEngine *engine, bool defaultArrayType)
. The second parameter should be set to true if you wish to allow the syntax form type[]
to declare arrays.
Compile the add-on with the pre-processor define AS_USE_STLNAMES=1 to register the methods with the same names as used by C++ STL where the methods have the same significance. Not all methods from STL is implemented in the add-on, but many of the most frequent once are so a port from script to C++ and vice versa might be easier if STL names are used.
class CScriptArray { public: // Constructor CScriptArray(asUINT length, asIObjectType *ot); CscriptArray(asUINT length, void *defaultValue, asIObjectType *ot); virtual ~CScriptArray(); // Memory management void AddRef() const; void Release() const; // Type information asIObjectType *GetArrayObjectType() const; int GetArrayTypeId() const; int GetElementTypeId() const; // Get the current size asUINT GetSize() const; // Returns true if the array is empty bool IsEmpty() const; // Pre-allocates memory for elements void Reserve(asUINT numElements); // Resize the array void Resize(asUINT numElements); // Get a pointer to an element. Returns 0 if out of bounds void *At(asUINT index); const void *At(asUINT index) const; // Set value of an element. The value arg should be a pointer // to the value that will be copied to the element void SetValue(asUINT index, void *value); // Copy the contents of one array to another (only if the types are the same) CScriptArray &operator=(const CScriptArray&); // Compare two arrays bool operator==(const CScriptArray &) const; // Array manipulation void InsertAt(asUINT index, void *value); void RemoveAt(asUINT index); void InsertLast(void *value); void RemoveLast(); void SortAsc(); void SortAsc(asUINT index, asUINT count); void SortDesc(); void SortDesc(asUINT index, asUINT count); void Reverse(); int Find(void *value) const; int Find(asUINT index, void *value) const; };
This function shows how a script array can be instanciated from the application and then passed to the script.
CScriptArray *CreateArrayOfStrings() { // If called from the script, there will always be an active // context, which can be used to obtain a pointer to the engine. asIScriptContext *ctx = asGetActiveContext(); if( ctx ) { asIScriptEngine* engine = ctx->GetEngine(); // The script array needs to know its type to properly handle the elements. // Note that the object type should be cached to avoid performance issues // if the function is called frequently. asIObjectType* t = engine->GetObjectTypeById(engine->GetTypeIdByDecl("array<string>")); // Create an array with the initial size of 3 elements CScriptArray* arr = new CScriptArray(3, t); for( asUINT i = 0; i < arr->GetSize(); i++ ) { // Set the value of each element string val("test"); arr->SetValue(i, &val); } // The ref count for the returned handle was already set in the array's constructor return arr; } return 0; }