WILDGlobalProperties
IntroductionDefine the instructions and the property name identifier -> instruction mappings for the Stacksmith-specific global properties exposed to scripts. To make these available to the Forge parser and Leonie bytecode interpreter, you need to register them using LEOAddInstructionsToInstructionArray( gGlobalPropertyInstructions, LEO_NUMBER_OF_GLOBAL_PROPERTY_INSTRUCTIONS, &kFirstGlobalPropertyInstruction ); LEOAddGlobalPropertiesAndOffsetInstructions( gHostGlobalProperties, kFirstGlobalPropertyInstruction ); Enumerated TypesWILDGlobalPropertyInstructionsenum { SET_CURSOR_INSTR = 0, PUSH_CURSOR_INSTR, PUSH_VERSION_INSTR, PUSH_SHORT_VERSION_INSTR, PUSH_LONG_VERSION_INSTR, PUSH_PLATFORM_INSTR, PUSH_PHYSICALMEMORY_INSTR, PUSH_MACHINE_INSTR, PUSH_SYSTEMVERSION_INSTR, PUSH_SOUND_INSTR, PUSH_EDIT_BACKGROUND_INSTR, SET_EDIT_BACKGROUND_INSTR, PUSH_TARGET_INSTR, PUSH_MOUSE_LOCATION_INSTR, PUSH_MAIN_STACK_INSTR, PUSH_FOCUSED_STACK_INSTR, LEO_NUMBER_OF_GLOBAL_PROPERTY_INSTRUCTIONS }; DiscussionThe instruction ID constants Forge will need to add bytecode instructions to a script for retrieving or changing our global properties. Add kFirstGlobalPropertyInstruction to these instruction ID constants when generating code. |