2.2 KiB
Acedia's API
Acedia's API is our way of solving the problem of adding new global functions.
Examples of global functions are Log()
, Caps()
, Abs()
, VSize()
and a multitude of others that you can call from anywhere in UnrealScript.
They can be accessed from anywhere because they are all declared as
static methods inside Object
- a base class for any other class.
Problem is, since we cannot add our own methods to the Object
,
then we also can't add new global functions.
The best we can do is declare new static methods in our own classes,
but calling them would be cumbersome: class'glb'.static.DoIt()
.
Idea that we've used to solve this problem for Acedia is to provide every single
Acedia object with an instance of a class that would contain all our
global functions.
We save an instance of this class in a local variable
_
, which allows us to simply write _.DoIt()
.
In actuality we don't just dump all of Acedia's global functions into
one object, but group them into different APIs that can be accessed
through _
variable:
_.text.FromString("I am here!"); // Text API
_.alias.ResolveColor("blue"); // Alias API
_.collections.EmptyDynamicArray(); // Collections API
_.memory.Allocate(class'SimpleSignal'); // Memory API
_
can't be accessed in static methods, since only default values are
available in them.
Since writing default._
would also be bulky, AcediaObject
and AcediaActor
provide a static method public static final function Global __()
that is always available:
__().text.FromString("I am here!");
__().alias.ResolveColor("blue");
__().collections.EmptyDynamicArray();
__().memory.Allocate(class'SimpleSignal');
Any class you make that derives from either AcediaObject
or AcediaActor
will have _
and __()
defined.
If you need to create a class that does not derive from Acedia's classes,
but you want to make Acedia's API be available inside it,
then you simply need to redefine _
and __()
:
var Global _;
public static final function Global __()
{
return class'Global'.static.GetInstance();
}
// ...
// Set `_`'s value somewhere before using your class:
_ = class'Global'.static.GetInstance();