AngelScript
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By registering global properties with the script engine you can allow the scripts to inspect and/or modify variables within the application directly, without the need to write special functions to do this.
To register the property, you just need to call the RegisterGlobalProperty method, passing the declaration and a pointer to the property. Remember that the registered property must stay alive as long as its registration is valid in the engine.
// Variables that should be accessible through the script. int g_number = 0; CObject *g_object = 0; Vector3 g_vector = {0,0,0}; bool g_readOnlyFlag = false; // A function to register the global properties. void RegisterProperties(asIScriptEngine *engine) { int r; // Register a primitive property that can be read and written to from the script. r = engine->RegisterGlobalProperty("int g_number", &g_number); assert( r >= 0 ); // Register variable where the script can store a handle to a CObject type. // Assumes that the CObject type has been registered with the engine already as a reference type. r = engine->RegisterGlobalProperty("CObject @g_object", &g_object); assert( r >= 0 ); // Register a 3D vector variable. // Assumes that the Vector3 type has been registered already as a value type. r = engine->RegisterGlobalProperty("Vector3 g_vector", &g_vector); assert( r >= 0 ); // Register a boolean flag that can be read, but not modified by the script. r = engine->RegisterGlobalProperty("const bool g_readOnlyFlag", &g_readOnlyFlag); assert( r >= 0 ); }
It is also possible to expose properties through property accessors, which are a pair of functions with the prefixes get_ and set_ for getting and setting the property value. These functions should be registered with registered with RegisterGlobalFunction. This is especially useful when the offset of the property cannot be determined, or if the type of the property is not registered in the script and some translation must occur, i.e. from char* to string.