Library's Namespace
By default, all variables and functions are exported from C++ in the global namespace. Libraries provide a convenient way to organize exposed functionality by adding a library's namespace. This namespace is used instead of Foo::Bar syntax that is not allowed for export.
Namespace Export Example
- In order to use a library namespace, a library should be registered first via Unigine::Interpreter::addExternLibrary().
- After that, you can use a library namespace to register your variables and functions.
#include <UnigineEngine.h>
#include <UnigineInterpreter.h>
#include <UnigineInterface.h>
#include "AppSystemLogic.h"
#include "AppWorldLogic.h"
#include "AppEditorLogic.h"
using namespace Unigine;
// A variable within a namespace for export.
namespace Foo {
int i = 25;
}
#ifdef _WIN32
int wmain(int argc,wchar_t *argv[]) {
#else
int main(int argc,char *argv[]) {
#endif
// Register a library in order to use a library namespace.
Interpreter::addExternLibrary("Foo");
// Export a variable with a library prefix.
Interpreter::addExternVariable("Foo.integer",MakeExternVariable(&Foo::i));
AppSystemLogic system_logic;
AppWorldLogic world_logic;
AppEditorLogic editor_logic;
Unigine::EnginePtr engine(UNIGINE_VERSION,argc,argv);
// Enter main loop.
engine->main(&system_logic,&world_logic,&editor_logic);
return 0;
}
Access from Scripts
You can simply call the registered variables, functions, classes from Unigine scripts using the registered name. (If Foo library is not registered, the first dot in an object or function name is treated as an operator of class member access, which is wrong in our case).
In the init() function of the world script .cpp file add the following:
// my_world.cpp
int init() {
/* ... code ... */
log.message("Foo.i is %d\n",Foo.integer);
engine.console.setActivity(1);
/* ... code ... */
}
Output
The following console message will be printed:
Foo.i is 25
Last update: 03.07.2017
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