Imagine being able to modify C++ game code and have it take effect without even restarting the game. That’s the motivating idea behind today’s article. Read on to see how this works and how to use it to really speed up iteration times.
So far we’ve had C++ classes that derive from other classes, but not their interfaces. Today we’ll make C++ classes implement all their interfaces to form a full type hierarchy. Along the way we’ll learn about how inheritance works in C++, specifically the esoteric form known as “virtual inheritance.”
We’ve been able to call methods since the very beginning, but we’ve always had to pass all the parameters. Today we’ll add support for default parameters so you can skip them sometimes. There’s a surprising amount of detail involved with this, so read on to learn some caveats of C#, .NET, and C++.
Now that we have complete support overriding everything—methods, properties, indexers, events—that can be overridden in a base class or interface, there’s a bit of tidying up to do. In today’s article, we’ll take steps to make base types much more useful by inserting them into their proper place in the type hierarchy.
Today we’ll complete our ability to use C++ classes to derive from C# classes and implement C# interfaces. So far we’ve been able to override methods, properties, and indexers. Today we’ll add the ability to override events and derive from classes that don’t have a default constructor.
Those are the last two pieces of the puzzle that will allow us to derive from any C# base type with a C++ class. Read on for all the details about how this works.
Part 19 of this series started to allow our C++ game code to derive from C# classes and implement C# interfaces. The first step was to override methods as they’re the most common. Today we’ll tackle the second-most common: properties. We’ll also handle indexers, which are like properties with more parameters. Read on to see how to use this and how it works behind the scenes.
The last time we looked at performance was way back in part four of the series. Ever since then we’ve been relentlessly adding more and more features to the C++ scripting system. So today we’ll take a break from feature additions to improve the system’s performance in a couple of key areas.
Implementing interfaces and deriving from classes is commonplace in many codebases. Today we’ll make it so C++ classes can implement C# interfaces and derive from C# classes. This means our C++ game code will be able to implement custom
IComparer classes for sorting a
List and derive custom
EventArgs for dispatching in events. Read on to see how this is implemented and how to use it in our projects.