WILDGlobalProperties

Includes:
"LEOInstructions.h"
"ForgeTypes.h"

Introduction

Define 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 Types

WILDGlobalPropertyInstructions

WILDGlobalPropertyInstructions


enum { 
    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 
};  
Discussion

The 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.