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Template methods in scripts?

Started by
0 comments, last by WitchLord 9 years, 7 months ago

Hello,

Is it possible (or planned) to declare template functions, classes or methods in AngelScript?
I know it is possible to use a template system when registering the application interface,
however my script classes will not always be bound to C++ code.

Just like C++/C#/Java, I want to factorise code like this:


void sayHello<T>(obj)
{
    obj.hello(); // Compiler error if T doesn't have a hello method
}

class Entity
{
    Component@[] _components;

    Cmp_T@ addComponent<Cmp_T>()
    {
        // Compiler error if T doesn't derives from Component
        Cmp_T@ cmp = Cmp_T();
        _components.push(cmp);
        return cmp;
    }

    Cmp_T@ getComponent<Cmp_T>()
    {
        //...
    }
}

class Spawner<T>
{
    T spawn()
    {
        return T();
    }
}

I'm asking this because I find that templates are a good feature in strong typed languages, for many reasons:

- Type-safe statements

- Less code repetitions

- Reduces overuse of explicit casts

- Makes code reusable more quickly

- Allows defining new containers directly in AS

Just like C++, the compiler could generate the corresponding implementations at compile-time,
or check the types at run-time (but it sounds less efficient to me).

I'm not dreaming on something as hard as C++ templates, C# template system is fine already, and hasn't the drawbacks of debugging C++ ones.

I know that interfaces exist to handle some of these situations,
but personnally I find these a bit old-fashioned and too heavy to be used in scripting, where quick iteration should be an advantage.

Is this feature possible to implement/is planned?

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It would be possible to implement, but is not currently planned.

I just feel it is a bit overkill for a scripting language.

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

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