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