This is an example of Scripting Operators.
Always wanted to use those elusive array<>'s, but found the GetPropertyText/SetPropertyText interface to be a problem? This is where operators come in. Here I provide a simple interface to a dynamic array of integers (although this is easily adaptable to support various types). You set elements of a dynamic array with 'Array << (Index:Data)' (totally arbitrary syntax I made up), and access an element with 'Array<Index>'.
class TestDynArray extends CommandLet; // Our struct to store the index/data pairs created using the : operator struct SetGroup { var int Index; var int NData; }; // The left side of the Array construct... the one that actually does something. final operator(50) int < ( DynArray A, int B ) { return A.Get( B ); } // The right side of the Array construct... does absolutely nothing, it's just there to make the syntax pretty (complete the brackets). final postoperator int > ( int A ) { return A; } // Sets an element in a dynamic array, taking a index/data pair as the right side. final operator(50) DynArray << ( out DynArray A, SetGroup B ) { A.Set( B.Index, B.NData ); return A; } // Creates a index/data pair final operator(23) SetGroup : ( int A, int B ) { local SetGroup C; C.Index = A; C.NData = B; return C; } // Just a test function to show that we can use all sorts of expressions within the index/data pairs function int TestFunc() { return 10; } function int main( string parm ) { local DynArray Arr; local int i; local setgroup g; // Instantiate a DynArray Arr = new class'DynArray'; // Set some elements Arr << (5:78); Arr << (1:30); Arr << (TestFunc():69); // And log them Log( Arr<5> @ Arr<1> @ Arr<TestFunc()> ); return 1; }
// Interface to dynamic arrays. Evil. class DynArray extends Object; var array<int> Data; var int CacheData[1024]; var int Num; var bool bCached; // Parse the elements out of a string like (2,3,5,2,4,6,2), and store them in our cache function Recache() { local int i; local string Nightmare; local int NextPos; local int z; Num = 0; Nightmare = GetPropertyText("Data"); Nightmare = Right( NightMare, Len(NightMare)-1 ); Nightmare = Left( NightMare, Len(NightMare)-1 ); for(i = InStr( Nightmare, "," );i > 0;z++) { CacheData[Num++] = int( Left(Nightmare, i) ); Nightmare = Mid( Nightmare, i + 1, Len( Nightmare ) ); i = InStr( Nightmare, "," ); if ( i == -1 && Len(NightMare) > 0 ) CacheData[Num++] = int( Nightmare ); } bCached = true; } // Set an element by building a string like (3,3,5,9), and recache. function Set( int Index, int Data ) { local string Build; local int i; Recache(); CacheData[Index] = Data; if ( Index > Num-1 ) Num = Index+1; Build = Build $ "("; for(i=0;i<Num;i++) { Build = Build $ CacheData[i]; if ( i != Num-1 ) Build = Build $ ","; } Build = Build $ ")"; SetPropertyText("Data", Build); bCached = true; } // Get a cached element function int Get( int Index ) { if ( !bCached ) Recache(); return CacheData[Index]; }
Page Categories
Page Information
2022-11-18T16:11:42.330699Z
2007-12-08T20:10:37Z
Wormbo
moved code from DynArrays page
https://wiki.beyondunreal.com/Legacy:Dynamic Array/UnrealEngine 1
Attribution-NonCommercial-ShareAlike 3.0