mirror of https://github.com/marrub--/zscript-doc
4.8 KiB
4.8 KiB
Examples
- Class headers
- Class definitions
- Property definitions
- Flag definitions
- Structure definitions
- Enumeration definitions
- Constant definitions
- Include directives
- Function argument lists
- Expression statements
- Conditional statements
- Switch statements
- Control flow statements
- Multi-assignment statements
- Member declarations
Code examples for ZScript demonstrating various features.
Class headers
Various class headers.
class MyCoolObject // automatically inherits Object
class MyCoolScopedObject play // has Play scope
class MyCoolThinker : Thinker // inherits Thinker
class MyCoolActor : Actor replaces OtherActor
class MyCoolInterface abstract // can only be inherited
Class definitions
Basic class definition with a member variable and member function.
class BasicClass
{
int m_Thing;
void ChangeThing()
{
m_Thing = 500;
}
}
Alternate syntax usage.
class TheWholeFileIsAClassOhNo;
int m_MyMember;
// end of file
Property definitions
A class with some properties.
class MyCoolActor : Actor
{
default
{
MyCoolActor.MyCoolMember 5000;
MyCoolActor.MyCoolMemberList 501, 502;
}
int m_MyCoolMember;
int m_CoolMember1, m_CoolMember2;
property MyCoolMember: m_MyCoolMember;
property MyCoolMemberList: m_CoolMember1, m_CoolMember2;
}
Flag definitions
A class with some flags.
class MyCoolActorWithFlags : Actor
{
default
{
+MYCOOLACTORWITHFLAGS.THIS_ONE_IS_ON
-MYCOOLACTORWITHFLAGS.THIS_ONE_IS_OFF
}
int m_Flags;
flagdef This_One_Is_On: m_Flags, 0;
flagdef This_One_Is_Off: m_Flags, 1;
flagdef This_One_Aliases_On: m_Flags, 0;
bool CheckIfOnIsOn()
{
return bTHIS_ONE_IS_ON;
}
}
Structure definitions
Simple structure.
struct MyCoolStructure
{
int X;
int Y;
int Z;
}
Enumeration definitions
Basic enumeration.
enum MyCoolEnum
{
A, // has value int(0)
B, // 1 ...
C, // 2 ...
D // and 3
}
Less trivial example.
enum MyCoolerEnum : int16
{
A = 500, // has value int16(500)
B, // 501
C = 200,
D, // 201
E, // 202
};
Constant definitions
Making an integer constant from a double.
const MY_COOL_INT = int(777.7777);
Include directives
Basic includes.
#include "zscript/MyCoolMod/MyCoolClasses.zsc"
Function argument lists
With the function:
void Fn(int one, int two, int a = 0, int b = 0);
One could do the following:
Fn(4, 5);
Fn(5, 6, 7);
Fn(6, 7, 8, 9);
Or using named default arguments,
Fn(5, 6, a: 7);
Fn(6, 7, b: 8);
Fn(7, 8, a: 9, b: 10);
// equivalent to:
Fn(5, 6, 7);
// (no equivalent, must use above)
Fn(7, 8, 9, 10);
Expression statements
Some basic expressions.
MyCoolFunction(5, 4);
m_MyCoolMember = 500;
5 * 5; // does nothing of course, but valid
Conditional statements
Simple conditional.
if(a)
B();
Simple conditional, with else statement and a block.
if(a)
{
B();
c = d;
}
else
e = f;
Switch statements
A switch demonstrating fall-through and default cases.
switch(a)
{
case 500: Console.Printf("a is 500"); break;
case 501: Console.Printf("a is 501"); // falls through to next case
case 502: Console.Printf("a is 501 or 502"); break;
default:
Console.Printf("not sure what a is!");
// break is implied here
}
Control flow statements
Use of continue
.
for(int i = 0; i < 50; i++)
{
if(i == 25) continue; // don't do anything on 25!
DoThing(i);
}
Use of break
.
for(int i = 0; i < 50; i++)
{
if(i == 25) break; // exit the loop at 25!
DoThing(i);
}
Use of return
in various contexts.
void ReturnsNothing()
{
if(m_Thing != 50) return; // exit early if m_Thing isn't 50.
DoThing(m_Thing);
}
int ReturnsInt()
{
if(m_Thing == 50)
return 50; // m_thing is 50, so return 50.
return 0; // must have a return eventually
}
int, int ReturnsTwoInts()
{
return 1, 2; // returns 1 and 2.
}
Multi-assignment statements
Getting the actor out of A_SpawnItemEx
.
Actor mo;
bool spawned;
[spawned, mo] = A_SpawnItemEx("MyCoolActor");
Member declarations
Some basic member variables.
int m_MyCoolInt;
int m_CoolInt1, m_CoolInt2, m_CoolInt3;
int[10] m_CoolIntArray;
private int m_CoolPrivateInt;
protected meta int m_CoolMetaInt;