Scripting Temporary Feature – Arma Reforger
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Lou Montana (talk | contribs) (Page creation) |
Lou Montana (talk | contribs) m (Add frequently used flags) |
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</enforce> | </enforce> | ||
This is very often used | This is very often used with <enforce inline>#ifdef WORKBENCH</enforce> across {{armaR}} code, allowing code to only be compiled for Workbench usage (saving memory space in game). | ||
{{Feature|informative|Useful frequently used flags: | |||
* {{hl|WORKBENCH}} - if the [[Arma Reforger:Workbench|Workbench]] executable is running | |||
* {{hl|PLATFORM_CONSOLE}} - if the platform is a game console (Xbox, etc) | |||
}} | |||
=== Definition === | === Definition === |
Revision as of 12:59, 15 November 2022
Developing or updating a feature may happen over the course of multiple days and sometimes having the ability to switch it on/off for feature or performance comparison is a good thing. Multiple options are available.
Bool Switch
class TAG_TestEntity : GenericEntity
{
[Attribute(defvalue: "0")]
protected bool m_bActivateFeature; // can be changed during runtime with SetActivateFeature
void SetActivateFeature(bool activate)
{
m_bActivateFeature = activate;
}
void PublicMethod()
{
if (m_bActivateFeature)
{
// feature actions
}
else
{
// old/no feature actions
}
}
};
Preprocessor If
Sometimes a bool switch is not a possible solution (due to required data initialisation or other systems, etc). A preprocessor definition can be used:
class TAG_TestEntity : GenericEntity
{
protected ref array<int> m_aObjectData;
#ifdef TAG_ACTIVATE_FEATURE
protected ref array<int> m_aNewFeatureData; // this will not exist at all in the object if the flag is not defined, therefore no reference/memory will be attributed
#endif
void PublicMethod()
{
#ifdef TAG_ACTIVATE_FEATURE
// feature actions
#else
// old/no feature actions - m_aNewFeatureData can NOT be referenced as it does not exist here
#endif
}
void TAG_TestEntity()
{
m_aObjectData = {};
#ifdef TAG_ACTIVATE_FEATURE
// all these operations will not happen at all - actually, all these instructions will not even exist if the flag is not defined
m_aNewFeatureData = {};
for (int i = 0; i < 1001; i++)
{
m_aNewFeatureData.Insert(i * 2);
}
#endif
}
};
This is very often used with #ifdef WORKBENCH across Arma Reforger code, allowing code to only be compiled for Workbench usage (saving memory space in game).
Definition
A preprocessor value can be defined in two ways:
- preprocessor definition, using #define TAG_ACTIVATE_FEATURE - required in every file that uses it. Can be commented with
/ / - the scrDefine startup parameter ArmaReforger.exe -scrDefine TAG_ACTIVATE_FEATURE