PreProcessor Commands: Difference between revisions

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=Introduction =
{{SideTOC|0.9}}
The parser allows you to use macros in configs. Macros are a bit similar to functions in programming and allow you to use a single definition many times in the config, without having to duplicate the whole definition again and again. It also gives you a centralized place to correct errors in this definition. This page mainly refers to '''{{ofp}}''', some examples won't work for {{arma}} and {{arma2}}.<br>
If you really want to dig into the depths of the preprocessor you'll need to confront it with a bunch of edge cases and see how it behaves. If you are interested in this kind of thing, you might want to have a look at the collection of test-cases linked at the end of this page.<br>
{{Feature arma3 | In {{arma3}}, preprocessor commands are <b>case-sensitive!</b>}}




Preprocessor commands refer to the C(++) syntax used by the engine to, well, 'pre process' the text inside a config.cpp, mission.sqm, description.ext.
== Parsing ==


In fact, preprocessor commands (can) apply to '''any''' ofp text file containing class statements, since these 'statements' are scrunched by the engine's internal C processor.
* '''[[Config.cpp]]''' - parsed when PBO is binarized.
** [[localize]] cannot be used in macros, as it would hardcode string of current language instead of creating reference.
* '''[[Description.ext]]''' - parsed when mission is loaded or previewed in missions list.
* '''[[SQF]] script''' - parsed when [[preprocessFile]], [[preprocessFileLineNumbers]] or [[execVM]] is used.


The majority use however is in addons, and specifically, the config.cpp of the addon.


There are six preprocessor commands recognised by the OFP and ArmA engine:
== Macros ==


#include
=== Comments ===
#define
#undef
#ifdef
#ifndef
#endif


Besides of commands, inside of defines it is possible to use token concatenation operator ## and stringize operator #.
A comment is a line within code that is not actually processed by the game engine. They are used to make code more readable or to add notes for future reference. The preprocessor removes all comments from the file before it is processed. Therefore, comments are never actually "seen" by the game engine.


==Note for experienced users==
Comments may span multiple lines, or only part of a line if needed.


The preprocessor mimics a subset of [http://en.wikipedia.org/wiki/C_preprocessor C preprocessor]. While basic functionality is similar, the preprocessor is not fully C-conformant, as order of substitution of arguments in macro invocation is different than in C, which means some intricate nested macro constructs, esp. when using token concatenation operator, may produce different results than in C.
{{cc|this is a single-line comment}}
{{codecomment|/* this is a
multi-line
comment */}}
mycode = something; {{cc|only this part of the line is commented out}}
myArray = ["apple"{{codecomment|/*,"banana*/}},"pear"]; {{cc|// a portion in the middle of this line is commented out}}


= Preprocessor commands =
=== #define ===


==#include==
Using the ''#define'' instruction, you can define a keyword and assign a definition to it. The keyword may contain any letter, digit or underscore in arbitrary order, as long as it doesn't start with a digit (RegEx: <tt>[a-zA-Z_][0-9a-zA-Z_]*</tt>). As an example:
<syntaxhighlight lang="cpp">
#define true 1
</syntaxhighlight>


Syntax
The above means that whenever ''true'' is used in a config, the parser will replace this with the value ''1''.


#include <PathAndFileName> // '''note''' no semicolon
The define-statement does swallow all spaces in between the macro-keyword and any non-space-character in the body (Note that tabs aren't spaces! They don't get removed)
#include "PathAndFileName" // mutually the same.
<syntaxhighlight lang="cpp">
#define MACRO                    test
MACRO // preprocesses to test (without any spaces)


The base purpose of this statement is to wedge in further statements into the current body of text. The reason for doing so, in ofp at least, is artistry. To break up one large confusing text many many pages long, into manageable chunks.
#define MACRO test // There's a tab between MACRO and test
MACRO // preprocesses to " test" (without quotes - they are only used to show that the tab character didn't get removed)
</syntaxhighlight>


The amount of 'chunks', ie, the number of included files, is solely dependent on how the author feels about it. In general, they will put similar elements together. All icons, all bulidings (versus trees) all cars (versus men) and so on. It is particularly common in vintage addons (people who have had some years in creating them) to put base charactersics of all the 'models' in one, base file, and then attach it to flavours of that base. Ie a base man with kahki trousers as standard included in files that change the trousers to pink, and so on. Ie, the base characterstics of the model, are NOT in the 'main' body of text as it's noisy and hardly worth looking at. A better example is one of weapons. Irrespective of the several addons made, they '''all''' include this one, weapon file, since they '''all''' will use AK47's with tangerine hand grenades with yellow spots. If some use M16's, no matter, you can be _certain_ an M16 is _also_ described in this base, weapon file, #included in all other files that need acces to M16's!
The space between the macro-keyword and the body is also fully optional (though very useful to tell the preprocessor where the macro name ends and where the body begins):
<syntaxhighlight lang="cpp">
#define MACRO#test
MACRO // preprocesses to "test"
</syntaxhighlight>


'''THE ENGINE DOES NOT CARE'''
==== Arguments ====
You can add arguments to more complex macros, by including them between brackets after the keyword. For the name of the arguments the same rule as for the macro-keyword (see above) apply.
<syntaxhighlight lang="cpp">
#define CAR(NAME) displayName = NAME;
</syntaxhighlight>


From the perspective of the engine, it is of <u>no consequence</u>. Effectively the engine processes '''all''' files as '''one''' file. '''All''' of the chunks, all of the 'wedges', all of the #included files are merged into one, single file, for the purpose of compiling. Of a certainty, irrespective of how many #included files, you only get ONE, config.bin. (Config.bin, is the resultant output of all this processing)
If you now use ''CAR("Mini")'', this will be replaced with ''displayName = "Mini";''. Multiple arguments can also be used:
<syntaxhighlight lang="cpp">
#define BLASTOFF(UNIT,RATE) UNIT setVelocity [0,0,RATE];
</syntaxhighlight>


Macro arguments may be composed of any characters, as long as they do not contain a comma (because commas are used as argument-delimiters). If quotes are being used, they have to be balanced. The same applies to single-quotes This is because String detection is working in macro arguments - Therefore you can even pass in commas as macro argument as long as they are part of a String (This only works with Strings wrapped in double-quotes though). Note however that although the macro gets resolved properly, the comma gets removed from the String (probably a bug).
<syntaxhighlight lang="cpp">
#define MACRO(arg) arg
MACRO("Some, content") // preprocesses to "Some content" (note the missing comma)
</syntaxhighlight>


Processing continues at the <u>beginning of the included file</u> until it's EOF. At which point, processing continues at the statement after the initial #include.
Quote escaping is also not supported in this context (neither with double- nor with single-quotes)
<syntaxhighlight lang="cpp">
#define MACRO(arg) arg
MACRO("Some ""content""") // preprocesses to "Some ""content"""
</syntaxhighlight>


Thus, anything required by that included file (if anything at all), must have 'appeared' _before_ the include statement.
Passing arrays with more than one element <tt>[el1,el2,...]</tt> as arguments into macros as well as any argument containing comas <tt>"some, sentence"</tt>, will need a small workaround:
<syntaxhighlight lang="cpp">
#define HINTARG(ARG) hint ("Passed argument: " + str ARG)
</syntaxhighlight>


It is quite common, for included files, to have, #include statement(s) of their own.
Incorrect usage:
<syntaxhighlight lang="cpp">
HINTARG([1,2,3,4,5,6,7,8,9,0]); // ERROR, won't even compile
</syntaxhighlight>


Under this circumstance, processing continues at the beginning of _that_ included file, and so on.
Correct usage:
<syntaxhighlight lang="cpp">
#define array1 [1,2,3,4,5,6,7,8,9,0]
HINTARG(array1); // SUCCESS
</syntaxhighlight>


===Path name===
The argument replacement is performed before expansion of the macro body. That means one doesn't have to worry about name-conflicts between argument-names of the current macro and already defined macros:
<syntaxhighlight lang="cpp">
#define ONE foo
#define TWO(ONE) ONE
TWO(bar) // will preprocess to bar
</syntaxhighlight>


Paths to files in OFP do '''not''' follow convention, or in some cases, logic.
==== Replacing parts of words ====
By default you can only replace whole words by arguments. If you need to replace only part of a word, you can use the ''##'' instruction. This is necessary when either the start or the end of the argument connects to another character that is not a ''';''' (semi-colon) or &nbsp; (space).
<syntaxhighlight lang="cpp">
class NAME##_Button_Slider: RscText \
{ \
model = \OFP2\Structures\Various\##FOLDER##\##FOLDER; \
</syntaxhighlight>


The following is <u>specific</u> to the #include statement as applied by the engine. Do ''not'' attempt to use the following when utilising other file references (such as icons or models eg)
You can also use the single ''#'' to convert an argument to a string.
<syntaxhighlight lang="cpp">
statement = (this animate [#SEL, 0]); \
</syntaxhighlight>


#include "'''Any'''Addon\'''Any'''PathInTheAddon\SomeFile.SomeExtension"
==== Multi-line ====
For longer definitions, you can stretch the macro across multiple lines. To create a multi-line definition, each line except the last one should end with a ''\'' character:
<syntaxhighlight lang="cpp">
#define DRAWBUTTON(NAME)\
__EXEC(idcNav = idcNav + 4) \
...
</syntaxhighlight>


Take note that this is contrary to what you do with other file references.
{{Informative | The backslash must be the last character in a line when defining a multi-line macro. Any character (including spaces) after the backslash will cause issues.}}


There is NO preceeding backslash.
=== #undef ===


Also note, that there is no default extension. It's called, whatever you want to call it (if anything at all)
Undefine (delete) a macro previously set by the use of #define.
<syntaxhighlight lang="cpp">
#undef NAME
</syntaxhighlight>


==#define==
=== #ifdef ===


For reasons lost in the mysts of Kernighan and Ritchie, this is referred to by the riduculous term 'macro'.
You can use a simple if-then construction to check whether a certain set of definitions has already been made:
<syntaxhighlight lang="cpp">
#ifdef NAME
...text that will be used if NAME is defined...
#endif
</syntaxhighlight>


It is a 'macro' in the same way macros are used in Microsoft word, it can expand into a (very large) sequence of keystrokes.
IFDEFs ''cannot'' be nested. The preprocessor will generate errors for all inner definitions if the outer definition doesn't exist.


For the sensibly minded you can effectively 'see' #defines as
=== #ifndef ===


#define THIS  = THAT
Same as #ifdef, but checks for absence of definition instead.
<syntaxhighlight lang="cpp">
#ifndef NAME
...text that will be used if NAME ''isn't'' defined...
#endif
</syntaxhighlight>


#define true  1
=== #else ===
#define false 0
<syntaxhighlight lang="cpp">
#ifndef NAME
...text that will be used if NAME is -not- defined...
#else
...text that will be used if NAME -is- defined...
#endif
</syntaxhighlight>


For the non- sensibly minded and insane, you can indeed expand this 'macro'
=== #endif ===


#define ICONS(icn) icon=\SomeAddon\icons\##icn; \
This ends a conditional block as shown in the descriptions of #ifdef and #ifndef above.
                    model=\SomeAddon\##icn.p3d; \
 
                    picture=\SomeAddon\##icn.paa
=== #include ===
 
Copies the code from a target file and pastes it where #include directive is.
<syntaxhighlight lang="cpp">
#include "file.hpp"
#include <file.txt> // Brackets are equivalent to quotation marks and may be used in their place.
</syntaxhighlight>
 
Source directory is:
* For any file without starting the include path with \ - the file's current directory
* When starting with \ - the internal filesystem root (see [[CMA:DevelopmentSetup#Addon_development|Addon_development]]) or the Game's working directory (only with [[Arma_3_Startup_Parameters#Developer_Options -filePatching]] enabled)
 
 
You can define a path beginning with:
* drive (only with [[Arma_3_Startup_Parameters#Developer_Options -filePatching]] enabled):<!--
--><syntaxhighlight lang="cpp">#include "D:\file.txt"</syntaxhighlight><!--
-->
* PBO with [[PBOPREFIX]]:<!--
--><syntaxhighlight lang="cpp"> #include "\myMod\myAddon\file.txt"</syntaxhighlight>
* PBO (keep in mind that in this case, if the PBO's file name will be changed, all '#include' referencing it will need to be updated):<!--
--><syntaxhighlight lang="cpp">#include"\myMod\myAddon\file.txt" // Arma 3\@myMod\addons\myAddon.pbo\file.txt;</syntaxhighlight>
 
 
To move to parent directory use '..' (two dots) (Supported in Arma 3 since v1.49.131707):
<syntaxhighlight lang="cpp">
#include "..\file.sqf"
</syntaxhighlight>
 
Preprocessor does not support the use of macros for pre-defined file names.
<syntaxhighlight lang="cpp">
#define path "codestrip.txt"
#include path // this will cause an error
</syntaxhighlight>
 
=== # ===


Then, using
'#' (single hash) operator wraps the text with quotation marks.
 
<syntaxhighlight lang="cpp">
ICON(Peter);
#define STRINGIFY(s) #s;
ICON(Fred);
#define FOO 123
test1 = STRINGIFY(123); //test1 = "123";
test2 = STRINGIFY(FOO); //test2 = "123";
</syntaxhighlight>


will expand into
This operator does only work on keywords following the rules for macro-names (see <tt>#define</tt>-section). If one wants to stringify anything else (like e.g. a number), one has to use a stringify-macro that takes an argment and stringifies that (as in the example above).
<syntaxhighlight lang="cpp">
#define MACRO Test #123
MACRO // preprocesses to Test 123 - note that there aren't any quotes inserted
</syntaxhighlight>


icon=\SomeAddon\icons\Peter;
=== ## ===
model=\SomeAddon\Peter.p3d;
picture=\SomeAddon\Peter.paa;
icon=\SomeAddon\icons\Fred;
model=\SomeAddon\Fred.p3d;
picture=\SomeAddon\Fred.paa;


The <u>purpose</u> of expanded macros (as illustrated above) is to reduce noise levels. To use a simple syntax to be legible, AND TO REDUCE TYPING. Reduction in typing means less typos.
'##' (double hash) operator concatenates what's before the ## with what's after it.
<syntaxhighlight lang="cpp">
#define GLUE(g1,g2) g1##g2
#define FOO 123
#define BAR 456
test1 = GLUE(123,456); //test1 = 123456;
test2 = GLUE(FOO,BAR); //test2 = 123456;
</syntaxhighlight>


The <u>purpose</u> of the first form of #define (as illustrated above) is to INCREASE typing but become more explicit, more legible.
=== __EXEC ===


motorcylce=false;
This '''config parser''' macro allows you to assign values to internal variables or just execute arbitrary code. The code inside <tt>__EXEC</tt> macros runs in [[parsingNamespace]] and variables defined in it will also be created in [[parsingNamespace]]. The variables can then be used to create more complex macros:


==#undef==
__EXEC(cat = 5 + 1;)
This will undefine ("delete") a macro previously set by the use of #define.
__EXEC(lev = cat - 2;)
_cat = [[parsingNamespace]] [[getVariable]] "cat"; {{cc|6}}
_lev = [[parsingNamespace]] [[getVariable]] "lev"; {{cc|4}}


Syntax
{{Important | <tt>__EXEC</tt> macros are not suitable for <tt>SQF/SQS</tt> scripts but can be used in configs, including [[description.ext]]}}
{{Warning | <tt>__EXEC</tt> doesn't like round brackets <tt>()</tt> inside expressions. If you need to have grouping, perhaps you could calculate values inside the brackets separately and assign to local variables:
<code>__EXEC(a {{=}} (1+2);) {{cc|ERROR}}</code>
<div><code>__EXEC(_expr {{=}} 1+2;)
__EXEC(a {{=}} _expr;) {{cc|OK}}</code></div>
}}


#undef NAME
=== __EVAL ===


With this '''config parser''' macro you can evaluate expressions, including previously assigned internal variables. Unlike with <tt>__EXEC</tt>, <tt>__EVAL</tt> supports multiple parentheses


w = __EVAL([[safeZoneW]] - (5 * ((1 / ([[getResolution]] [[select]] 2)) * 1.25 * 4)));


==#ifdef==
<tt>__EVAL</tt> macros MUST be assigned to a config property and the expression MUST be terminated with <tt>;</tt>. <tt>__EVAL</tt> can return only 2 types of data: [[Number]] and [[String]]. Any other type is represented as [[String]], even [[Boolean]] type, which will result in either <tt>"true"</tt> or <tt>"false"</tt>.
Syntax


#ifdef NAME
{{Important | <tt>__EVAL</tt> macros are not suitable for <tt>SQF/SQS</tt> scripts but can be used in configs, including [[description.ext]]. Both global and local variables set in <tt>__EXEC</tt> are available in <tt>__EVAL</tt>}}
  ...text that will be used if NAME is defined...
{{Warning | <tt>__EVAL</tt> doesn't like curly brackets <tt>{}</tt>, if you need to have code in your expression use [[compile]] [[String]] instead:
#endif
<code>result <nowiki>=</nowiki> __EVAL([[call]] {123}); {{cc|ERROR}}</code>
<code>result <nowiki>=</nowiki> __EVAL([[call]] [[compile]] "123"); {{cc|OK}}</code>}}




==#ifndef==
=== __LINE__ ===
Syntax


#ifndef NAME
This keyword gets replaced with the line number in the file where it is found. For example, if __LINE__ is found on the 10th line of a file, the word __LINE__ will be replaced with the number 10.
  ...text that will be used if NAME ''isn't'' defined...
 
#endif
=== __FILE__ ===
 
This keyword gets replaced with the CURRENT file being processed.
 
 
== Errors ==
 
=== Error 2 ===
 
;Problem: Preprocessor failed error 2.
 
;How to fix: Add quotation marks in the title, or the file path. (''e.g.'' <tt>#include "soGood.sqf"</tt>).
 
=== Error 6 ===
 
;Problem: Preprocessor failed on file X - error 6.
 
;Known reasons:
* "The problem is using <tt>#ifdef #ifdef #endif #endif</tt>, a.k.a nested <tt>#ifdef</tt>. This doesn't work in Arma. It's only possible to use <tt>#ifdef</tt> and <tt>#endif</tt> once and not nested."
* <tt>#endif</tt> without preceding <tt>#ifdef</tt> or <tt>#ifndef</tt>
 
=== Error 7 ===
 
;Problem: Preprocessor failed on file X - error 7.
 
;Known reasons: The preprocessor encountered an unknown directive. Read, you have probably a typo in the file (something like <tt>#inlcude</tt> or <tt>#defien</tt>). Double check all preprocessor directives in that file.
 
 
== External links ==
 
* http://ofp-faguss.com/files/ofp_preprocessor_explained.pdf ([https://web.archive.org/web/20170319190732/http://ofp-faguss.com/files/ofp_preprocessor_explained.pdf Wayback Machine])
* [https://github.com/Krzmbrzl/ArmaPreprocessorTestCases Collection of preprocessor test-cases]


==#endif==
This ends a conditional block as shown in the descriptions of #ifdef and #ifndef above.


[[category:Operation Flashpoint: Editing]]
[[Category:Scripting_Topics]]
[[Category:ArmA: Addon Configuration]]

Revision as of 13:22, 21 March 2020

Template:SideTOC The parser allows you to use macros in configs. Macros are a bit similar to functions in programming and allow you to use a single definition many times in the config, without having to duplicate the whole definition again and again. It also gives you a centralized place to correct errors in this definition. This page mainly refers to Operation Flashpoint, some examples won't work for Arma and Arma 2.
If you really want to dig into the depths of the preprocessor you'll need to confront it with a bunch of edge cases and see how it behaves. If you are interested in this kind of thing, you might want to have a look at the collection of test-cases linked at the end of this page.
Template:Feature arma3


Parsing


Macros

Comments

A comment is a line within code that is not actually processed by the game engine. They are used to make code more readable or to add notes for future reference. The preprocessor removes all comments from the file before it is processed. Therefore, comments are never actually "seen" by the game engine.

Comments may span multiple lines, or only part of a line if needed.

// this is a single-line comment

/* this is a
multi-line
comment */

mycode = something; // only this part of the line is commented out

myArray = ["apple"/*,"banana*/,"pear"]; // // a portion in the middle of this line is commented out

#define

Using the #define instruction, you can define a keyword and assign a definition to it. The keyword may contain any letter, digit or underscore in arbitrary order, as long as it doesn't start with a digit (RegEx: [a-zA-Z_][0-9a-zA-Z_]*). As an example:

#define true 1

The above means that whenever true is used in a config, the parser will replace this with the value 1.

The define-statement does swallow all spaces in between the macro-keyword and any non-space-character in the body (Note that tabs aren't spaces! They don't get removed)

#define MACRO                     test
MACRO // preprocesses to test (without any spaces)

#define MACRO	test // There's a tab between MACRO and test
MACRO // preprocesses to "	test" (without quotes - they are only used to show that the tab character didn't get removed)

The space between the macro-keyword and the body is also fully optional (though very useful to tell the preprocessor where the macro name ends and where the body begins):

#define MACRO#test
MACRO // preprocesses to "test"

Arguments

You can add arguments to more complex macros, by including them between brackets after the keyword. For the name of the arguments the same rule as for the macro-keyword (see above) apply.

#define CAR(NAME) displayName = NAME;

If you now use CAR("Mini"), this will be replaced with displayName = "Mini";. Multiple arguments can also be used:

#define BLASTOFF(UNIT,RATE) UNIT setVelocity [0,0,RATE];

Macro arguments may be composed of any characters, as long as they do not contain a comma (because commas are used as argument-delimiters). If quotes are being used, they have to be balanced. The same applies to single-quotes This is because String detection is working in macro arguments - Therefore you can even pass in commas as macro argument as long as they are part of a String (This only works with Strings wrapped in double-quotes though). Note however that although the macro gets resolved properly, the comma gets removed from the String (probably a bug).

#define MACRO(arg) arg
MACRO("Some, content") // preprocesses to "Some content" (note the missing comma)

Quote escaping is also not supported in this context (neither with double- nor with single-quotes)

#define MACRO(arg) arg
MACRO("Some ""content""") // preprocesses to "Some ""content"""

Passing arrays with more than one element [el1,el2,...] as arguments into macros as well as any argument containing comas "some, sentence", will need a small workaround:

#define HINTARG(ARG) hint ("Passed argument: " + str ARG)

Incorrect usage:

HINTARG([1,2,3,4,5,6,7,8,9,0]); // ERROR, won't even compile

Correct usage:

#define array1 [1,2,3,4,5,6,7,8,9,0] 
HINTARG(array1); // SUCCESS

The argument replacement is performed before expansion of the macro body. That means one doesn't have to worry about name-conflicts between argument-names of the current macro and already defined macros:

#define ONE foo
#define TWO(ONE) ONE
TWO(bar) // will preprocess to bar

Replacing parts of words

By default you can only replace whole words by arguments. If you need to replace only part of a word, you can use the ## instruction. This is necessary when either the start or the end of the argument connects to another character that is not a ; (semi-colon) or   (space).

class NAME##_Button_Slider: RscText \
{ \
	model = \OFP2\Structures\Various\##FOLDER##\##FOLDER; \

You can also use the single # to convert an argument to a string.

statement = (this animate [#SEL, 0]); \

Multi-line

For longer definitions, you can stretch the macro across multiple lines. To create a multi-line definition, each line except the last one should end with a \ character:

#define DRAWBUTTON(NAME)\
	__EXEC(idcNav = idcNav + 4) \
	...
The backslash must be the last character in a line when defining a multi-line macro. Any character (including spaces) after the backslash will cause issues.

#undef

Undefine (delete) a macro previously set by the use of #define.

#undef NAME

#ifdef

You can use a simple if-then construction to check whether a certain set of definitions has already been made:

#ifdef NAME
	...text that will be used if NAME is defined...
#endif

IFDEFs cannot be nested. The preprocessor will generate errors for all inner definitions if the outer definition doesn't exist.

#ifndef

Same as #ifdef, but checks for absence of definition instead.

#ifndef NAME
	...text that will be used if NAME ''isn't'' defined...
#endif

#else

#ifndef NAME
	...text that will be used if NAME is -not- defined...
#else
	...text that will be used if NAME -is- defined...
#endif

#endif

This ends a conditional block as shown in the descriptions of #ifdef and #ifndef above.

#include

Copies the code from a target file and pastes it where #include directive is.

#include "file.hpp"
#include <file.txt> // Brackets are equivalent to quotation marks and may be used in their place.

Source directory is:


You can define a path beginning with:

  • drive (only with Arma_3_Startup_Parameters#Developer_Options -filePatching enabled):
    #include "D:\file.txt"
    
  • PBO with PBOPREFIX:
     #include "\myMod\myAddon\file.txt"
    
  • PBO (keep in mind that in this case, if the PBO's file name will be changed, all '#include' referencing it will need to be updated):
    #include"\myMod\myAddon\file.txt" // Arma 3\@myMod\addons\myAddon.pbo\file.txt;
    


To move to parent directory use '..' (two dots) (Supported in Arma 3 since v1.49.131707):

#include "..\file.sqf"

Preprocessor does not support the use of macros for pre-defined file names.

#define path "codestrip.txt"
#include path // this will cause an error

#

'#' (single hash) operator wraps the text with quotation marks.

#define STRINGIFY(s) #s;
#define FOO 123
test1 = STRINGIFY(123); //test1 = "123";
test2 = STRINGIFY(FOO); //test2 = "123";

This operator does only work on keywords following the rules for macro-names (see #define-section). If one wants to stringify anything else (like e.g. a number), one has to use a stringify-macro that takes an argment and stringifies that (as in the example above).

#define MACRO Test #123
MACRO // preprocesses to Test 123 - note that there aren't any quotes inserted

##

'##' (double hash) operator concatenates what's before the ## with what's after it.

#define GLUE(g1,g2) g1##g2
#define FOO 123
#define BAR 456
test1 = GLUE(123,456); //test1 = 123456;
test2 = GLUE(FOO,BAR); //test2 = 123456;

__EXEC

This config parser macro allows you to assign values to internal variables or just execute arbitrary code. The code inside __EXEC macros runs in parsingNamespace and variables defined in it will also be created in parsingNamespace. The variables can then be used to create more complex macros:

__EXEC(cat = 5 + 1;)
__EXEC(lev = cat - 2;)
_cat = parsingNamespace getVariable "cat"; // 6
_lev = parsingNamespace getVariable "lev"; // 4
__EXEC macros are not suitable for SQF/SQS scripts but can be used in configs, including description.ext
__EXEC doesn't like round brackets () inside expressions. If you need to have grouping, perhaps you could calculate values inside the brackets separately and assign to local variables:

__EXEC(a = (1+2);) // ERROR

__EXEC(_expr = 1+2;) __EXEC(a = _expr;) // OK

__EVAL

With this config parser macro you can evaluate expressions, including previously assigned internal variables. Unlike with __EXEC, __EVAL supports multiple parentheses

w = __EVAL(safeZoneW - (5 * ((1 / (getResolution select 2)) * 1.25 * 4)));

__EVAL macros MUST be assigned to a config property and the expression MUST be terminated with ;. __EVAL can return only 2 types of data: Number and String. Any other type is represented as String, even Boolean type, which will result in either "true" or "false".

__EVAL macros are not suitable for SQF/SQS scripts but can be used in configs, including description.ext. Both global and local variables set in __EXEC are available in __EVAL
__EVAL doesn't like curly brackets {}, if you need to have code in your expression use compile String instead:

result = __EVAL(call {123}); // ERROR

result = __EVAL(call compile "123"); // OK


__LINE__

This keyword gets replaced with the line number in the file where it is found. For example, if __LINE__ is found on the 10th line of a file, the word __LINE__ will be replaced with the number 10.

__FILE__

This keyword gets replaced with the CURRENT file being processed.


Errors

Error 2

Problem
Preprocessor failed error 2.
How to fix
Add quotation marks in the title, or the file path. (e.g. #include "soGood.sqf").

Error 6

Problem
Preprocessor failed on file X - error 6.
Known reasons
  • "The problem is using #ifdef #ifdef #endif #endif, a.k.a nested #ifdef. This doesn't work in Arma. It's only possible to use #ifdef and #endif once and not nested."
  • #endif without preceding #ifdef or #ifndef

Error 7

Problem
Preprocessor failed on file X - error 7.
Known reasons
The preprocessor encountered an unknown directive. Read, you have probably a typo in the file (something like #inlcude or #defien). Double check all preprocessor directives in that file.


External links