Class TCasScriptValue
Unit
Declaration
type TCasScriptValue = class(TCasScriptExpression)
Description
This item has no description.
Hierarchy
- TObject
- TCasScriptExpression
- TCasScriptValue
Overview
Methods
function CoreExecute: TCasScriptValue; override; |
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constructor Create(const AWriteable: boolean); virtual; |
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procedure AssignValue(Source: TCasScriptValue); virtual; abstract; |
Properties
property Writeable: boolean read FWriteable write FWriteable; |
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property OwnedByParentExpression: boolean
read FOwnedByParentExpression write FOwnedByParentExpression
default true; |
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property Name: string read FName write FName; |
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property ValueAssigned: boolean read FValueAssigned write FValueAssigned
default false; |
Description
Methods
function CoreExecute: TCasScriptValue; override; |
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This item has no description. Showing description inherited from TCasScriptExpression.CoreExecute. More internal version of Execute. This doesn't necessarily check floating-point exceptions. Execute actually calls Also this doesn't try to convert EIntError and EMathError to ECasScriptAnyMathError. This is done by Execute. When one CastleScript |
constructor Create(const AWriteable: boolean); virtual; |
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This item has no description. |
procedure AssignValue(Source: TCasScriptValue); virtual; abstract; |
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Assign value from Source to Self. Exceptions raised
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Properties
property Writeable: boolean read FWriteable write FWriteable; |
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Is this value writeable. If not, this will not be allowed to change by CastleScript assignment and such functions. Note that Writeable = |
property OwnedByParentExpression: boolean
read FOwnedByParentExpression write FOwnedByParentExpression
default true; |
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This item has no description. |
property Name: string read FName write FName; |
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Name of this value, or '' if not named. Named value can be recognized in expressions by CastleScriptParser. |
property ValueAssigned: boolean read FValueAssigned write FValueAssigned
default false; |
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Set to 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 |
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