AngelScript
Registering object properties

Class member variables can be registered so that they can be directly accessed by the script without the need for any method calls.

struct MyStruct
{
int a;
};
r = engine->RegisterObjectProperty("mytype", "int a", asOFFSET(MyStruct,a)); assert( r >= 0 );

It is also possible to expose properties through property accessors, which are a pair of class methods with prefixes get_ and set_ for getting and setting the property value. These methods should be registered with RegisterObjectMethod. This is especially useful when the offset of the property cannot be determined, or if the type of the property is not registered in the script and some translation must occur, i.e. from char* to string.

If the application class contains a C++ array as a member, it may be advantageous to expose the array through indexed property accessors rather than attempting to matching the C++ array type to a registered type in AngelScript. To do this you can create a couple of simple proxy functions that will translate to the array access.

struct MyStruct
{
int array[16];
};
// Write a couple of proxy
int MyStruct_get_array(unsigned int idx, MyStruct *o)
{
if( idx >= 16 ) return 0;
return o->array[idx];
}
void MyStruct_set_array(unsigned int idx, int value, MyStruct *o)
{
if( idx >= 16 ) return;
o->array[idx] = value;
}
// Register the proxy functions as member methods
r = engine->RegisterObjectMethod("mytype", "int get_array(uint)", asFUNCTION(MyStruct_get_array), asCALL_CDECL_OBJLAST); assert( r >= 0 );
r = engine->RegisterObjectMethod("mytype", "void set_array(uint, int)", asFUNCTION(MyStruct_set_array), asCALL_CDECL_OBJLAST); assert( r >= 0 );