1.3.1 Update - Move files to new locations, parameter count increased to 5.
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; BlitzPointer - Adding Pointers to Blitz.
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; Copyright (C) 2015 Project Kube (Michael Fabian Dirks)
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;
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; This program is free software: you can redistribute it and/or modify
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; it under the terms of the GNU Lesser General Public License as
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; published by the Free Software Foundation, either version 3 of the
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; License, or (at your option) any later version.
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;
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; This program is distributed in the hope that it will be useful,
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; but WITHOUT ANY WARRANTY; without even the implied warranty of
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; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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; GNU General Public License for more details.
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;
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; You should have received a copy of the GNU Lesser General Public License
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; along with this program. If not, see <http:;www.gnu.org/licenses/>.
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; ---------------------------------------------------------------------------- ;
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; Example 4 - Calling Functions (Advanced)
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; ---------------------------------------------------------------------------- ;
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; License: Creative Commons Attribution 2.0
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; Author: Michael Fabian Dirks<michael.dirks@realitybends.de>
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; Prerequisite: Example 3
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; Returned values aren't everything, don't you agree? That is why BlitzPointer
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; offers you the ability to pass parameters too, even allowing you to pass Type
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; Objects without having to use Handle() and Object() (both slow functions).
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; At the time of writing this example, BlitzPointer supports four parameters at
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; most - plenty of space to pass type objects and variables on.
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; There are three parameter types in Blitz that we can use:
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; ---------------------------------------------------------------------------- ;
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; Type Id Description Calling Function
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; ---------------------------------------------------------------------------- ;
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; int I 32-bit Integer BP_CallFunction*I
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; float F Floating Point BP_CallFunction*F
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; pointer P Memory Pointer BP_CallFunction*P
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; Watch out:
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; Calling a function that has parameters without giving enough parameters will
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; fill those parameters with values that have been on the stack (and possibly
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; corrupt the stack too - you never know).
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Include "Example_Shared.bb"
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ExampleInit()
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; Example Function: Divide p1 by 60 and return the result.
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Global fpCurInGameSecond = 0
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Function CurInGameSecond%(p1%=0)
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If fpCurInGameSecond = 0 Then
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fpCurInGameSecond = BP_GetFunctionPointer()
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Return
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EndIf
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Text 5, 15, "IIFunction"
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Text 125, 15, p1
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Return (p1 Shr 2) / 15 ; Division by 60
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End Function
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CurInGameSecond()
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; Example Function: Multiply p1 by p2 and return the result.
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Global fpCurInGameSecondEx = 0
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Function CurInGameSecondEx#(p1%=0, p2#=0)
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If fpCurInGameSecondEx = 0 Then
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fpCurInGameSecondEx = BP_GetFunctionPointer()
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Return
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EndIf
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Text 5, 30, "FIFFunction"
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Text 125, 30, p1
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Text 245, 30, p2
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Return p1 * p2
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End Function
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CurInGameSecondEx()
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; Example Function: Convert between Float and Int easily
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; For this to work we must take and return a float.
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Global fpConvertIntFloat
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Function ConvertIntFloat#(p1#=0)
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If fpConvertIntFloat = 0 Then
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fpConvertIntFloat = BP_GetFunctionPointer()
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Print Hex(fpConvertIntFloat)
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WaitKey()
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Return
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EndIf
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Return p1
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End Function
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ConvertIntFloat()
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; Pointer-parameters are a bit trickier and require memory access, see UserLibs.txt.
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Local Frame% = 0
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While Not KeyHit(1)
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ExampleUpdate()
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Text 0, 0, "Functions"
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Text 120, 0, "Parameter 1"
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Text 240, 0, "Parameter 2"
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Text 360, 0, "Parameter 3"
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Text 480, 0, "Parameter 4"
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Text 600, 0, "Result"
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Text 605, 15, BP_CallFunctionII(fpCurInGameSecond, Frame)
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Text 605, 30, BP_CallFunctionFIF(fpCurInGameSecondEx, Frame, 0.016666666)
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Local TempFlt# = Frame / 60.0
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Local TempInt% = BP_CallFunctionIF(fpConvertIntFloat, TempFlt)
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Text 5, 60, "Float -> Int"
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Text 125, 60, TempFlt
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Text 605, 60, Hex(TempInt)
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Text 5, 75, "Int -> Float"
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Text 125, 75, Hex(TempInt)
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Text 605, 75, BP_CallFunctionFI(fpConvertIntFloat, TempInt)
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ExampleLoop()
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; Allow us to pause execution
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While KeyDown(57)
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WaitTimer(Example_Timer)
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Wend
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Frame=Frame+1
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Wend
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End
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;~IDEal Editor Parameters:
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;~C#Blitz3D
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