Editor Version change lol.
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docs/Scripting.md
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docs/Scripting.md
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# Modularity C++ Scripting Quickstart
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## Project setup
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- Scripts live under `Scripts/` (configurable via `Scripts.modu`).
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- The engine generates a wrapper per script when compiling. It exports fixed entry points with `extern "C"` linkage:
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- `Script_OnInspector(ScriptContext&)`
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- `Script_Begin(ScriptContext&, float deltaTime)`
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- `Script_Spec(ScriptContext&, float deltaTime)`
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- `Script_TestEditor(ScriptContext&, float deltaTime)`
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- `Script_Update(ScriptContext&, float deltaTime)` (fallback if TickUpdate is absent)
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- `Script_TickUpdate(ScriptContext&, float deltaTime)`
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- Build config file: `Scripts.modu` (auto-created per project). Keys:
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- `scriptsDir`, `outDir`, `includeDir=...`, `define=...`, `linux.linkLib`, `win.linkLib`, `cppStandard`.
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## Lifecycle hooks
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- **Inspector**: `Script_OnInspector(ScriptContext&)` is called when the script is inspected in the UI.
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- **Begin**: `Script_Begin` runs once per object instance before ticking.
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- **Spec/Test**: `Script_Spec` and `Script_TestEditor` run every frame when the global “Spec Mode” / “Test Mode” toggles are enabled (Scripts menu).
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- **Tick**: `Script_TickUpdate` runs every frame for each script; `Script_Update` is a fallback if TickUpdate is missing.
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- All tick-style hooks receive `deltaTime` (seconds) and the `ScriptContext`.
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## ScriptContext helpers
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Available methods:
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- `FindObjectByName`, `FindObjectById`
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- `SetPosition`, `SetRotation`, `SetScale`
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- `MarkDirty` (flags the project as having unsaved changes)
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Fields:
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- `engine`: pointer to the Engine
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- `object`: pointer to the owning `SceneObject`
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- `script`: pointer to the owning `ScriptComponent` (gives access to per-script `settings`)
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## Persisting per-script settings
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- Each `ScriptComponent` has `settings` (key/value strings) serialized with the scene.
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- You can read/write them via `ctx.script->settings` or helper functions in your script.
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- After mutating settings or object transforms, call `ctx.MarkDirty()` so Ctrl+S captures changes.
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## Example pattern (simplified)
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```cpp
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static bool autoRotate = false;
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static glm::vec3 speed = {0, 45, 0};
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void Script_OnInspector(ScriptContext& ctx) {
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ImGui::Checkbox("Auto Rotate", &autoRotate);
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ImGui::DragFloat3("Speed", &speed.x, 1.f, -360.f, 360.f);
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ctx.MarkDirty();
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}
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void Script_Begin(ScriptContext& ctx, float) {
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ctx.MarkDirty(); // ensure initial state is saved
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}
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void Script_TickUpdate(ScriptContext& ctx, float dt) {
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if (autoRotate && ctx.object) {
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ctx.SetRotation(ctx.object->rotation + speed * dt);
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}
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}
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```
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## Runtime behavior
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- Scripts tick for all objects every frame, even if not selected.
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- Spec/Test toggles are global (main menu → Scripts).
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- Compile scripts via the UI “Compile Script” button or run the build command; wrapper generation is automatic.
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