More on reflection: how do I handle an object type

BlitzMax Forums/BlitzMax Beginners Area/More on reflection: how do I handle an object type

Hmmmm....so I'd have to handle the type outside the function, is that right?

If so, that could create problems down the line! Imagine that, in the future, I add a new object type to my little engine, a "TWindow" instead of "Tentity", for instance. Every time I add something like that, I would have to revise the engine code to handle it, wouldn't I?

Is there a way to avoid that, keeping it generic enough so any type can be handled without the need to hardcode how the engine deals with it?

I'm at work now, so I can't play with it, but thanks! I'll take a look when I get home!