From 0fb8b9a3940b3915928814a02185efc9d1f61093 Mon Sep 17 00:00:00 2001 From: Jonathan Turner Date: Wed, 2 Mar 2016 14:40:39 -0500 Subject: [PATCH] Update README.md --- README.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index bfd0467b..c804a441 100644 --- a/README.md +++ b/README.md @@ -55,7 +55,7 @@ struct TestStruct { ``` Next, we create a few methods that we'll later use in our scripts. Notice that we register our custom type with the engine. -``` +```Rust impl TestStruct { fn update(&mut self) { self.x += 1000; @@ -75,13 +75,13 @@ To use methods and functions with the engine, we need to register them. There a Note: the engine follows the convention that functions take ownership of all their parameters and methods take ownership of all but their first parameter (which is a &mut). -``` +```Rust &(TestStruct::update as fn(&mut TestStruct)->()).register(&mut engine, "update"); &(TestStruct::new as fn()->TestStruct).register(&mut engine, "new_ts"); ``` Finally, we call our script. The script can see the function and method we registered earlier. We need to get the result back out from script land just as before, this time casting to our custom struct type. -``` +```Rust if let Ok(result) = engine.eval("var x = new_ts(); x.update(); x".to_string()).unwrap().downcast::() { println!("result: {}", result.x); // prints 1001 }