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proton:variants [2010/10/26 07:33] – created sethproton:variants [2010/10/26 14:39] seth
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 Some code to see how they work: Some code to see how they work:
-<code>+<code cpp>
  
 //instantiate a VariantList with four things in it //instantiate a VariantList with four things in it
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 Example: Example:
  
-<code>+<code cpp>
 VariantDB db; VariantDB db;
  
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 You can also save and load them, making them perfect for keeping track of game settings. You can also save and load them, making them perfect for keeping track of game settings.
  
-<code>+<code cpp>
 db.Save(GetSavePath()+"game.dat"); db.Save(GetSavePath()+"game.dat");
  
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 In addition to setting and retrieving variant data by name, you can create and retrieve "function objects". In addition to setting and retrieving variant data by name, you can create and retrieve "function objects".
  
-A function object (why do I call it this? confusing)  is basically a named signal. (You read [[proton:organization|earlier part about slots and signals]], right?)+A function object (why do I call it this? confusing)  is basically a named signal. (You read the [[proton:organization|earlier part about slots and signals]], right?)
  
 In this way, you can sort of create labels that can be triggered easily, and these triggers can activate real functions that have been attached to them. In this way, you can sort of create labels that can be triggered easily, and these triggers can activate real functions that have been attached to them.
proton/variants.txt · Last modified: 2012/07/24 09:43 by aki