Class TCasScriptValue

Unit

Declaration

type TCasScriptValue = class(TCasScriptExpression)

Description

No description available, ancestor TCasScriptExpression description follows

Hierarchy

Overview

Methods

Protected function CoreExecute: TCasScriptValue; override;
Public constructor Create(const AWriteable: boolean); virtual;
Public procedure AssignValue(Source: TCasScriptValue); virtual; abstract;

Properties

Public property Writeable: boolean read FWriteable write FWriteable;
Public property OwnedByParentExpression: boolean read FOwnedByParentExpression write FOwnedByParentExpression default true;
Public property Name: string read FName write FName;
Public property ValueAssigned: boolean read FValueAssigned write FValueAssigned default false;

Description

Methods

Protected function CoreExecute: TCasScriptValue; override;
 
Public constructor Create(const AWriteable: boolean); virtual;
 
Public procedure AssignValue(Source: TCasScriptValue); virtual; abstract;

Assign value from Source to Self.

Exceptions raised
ECasScriptAssignError
if assignment is not possible because types don't match.

Properties

Public property Writeable: boolean read FWriteable write FWriteable;

Is this value writeable. If not, this will not be allowed to change by CastleScript assignment and such functions. Note that Writeable = False will not prevent you from changing value internally, by AssignValue or changin Value property directly (that would be too uncomfortable).

Public property OwnedByParentExpression: boolean read FOwnedByParentExpression write FOwnedByParentExpression default true;
 
Public property Name: string read FName write FName;

Name of this value, or '' if not named. Named value can be recognized in expressions by CastleScriptParser.

Public property ValueAssigned: boolean read FValueAssigned write FValueAssigned default false;

Set to True on each assign to Value. You can reset it at any time to False.

This allows the caller to know which variables were assigned during script execution, which is useful if changes to CastleScript variables should be propagated to some other things after the script finished execution. This is essential for behavior in VRML/X3D Script node.

Descendants note: you have to set this to True in SetValue.


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