scummvm/engines/wintermute/Base/BScriptable.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BSCRIPTABLE_H
#define WINTERMUTE_BSCRIPTABLE_H
#include "engines/wintermute/Base/BNamedObject.h"
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#include "engines/wintermute/wme_debugger.h"
#include "engines/wintermute/persistent.h"
namespace WinterMute {
class CScValue;
class CScStack;
class CScScript;
class CBScriptable : public CBNamedObject, public IWmeDebugObject {
public:
virtual CScScript *invokeMethodThread(const char *methodName);
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DECLARE_PERSISTENT(CBScriptable, CBNamedObject)
CBScriptable(CBGame *inGame, bool noValue = false, bool persistable = true);
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virtual ~CBScriptable();
// high level scripting interface
virtual bool canHandleMethod(const char *eventMethod);
virtual ERRORCODE scSetProperty(const char *name, CScValue *value);
virtual CScValue *scGetProperty(const char *name);
virtual ERRORCODE scCallMethod(CScScript *script, CScStack *stack, CScStack *thisStack, const char *name);
virtual const char *scToString();
virtual void *scToMemBuffer();
virtual int scToInt();
virtual double scToFloat();
virtual bool scToBool();
virtual void scSetString(const char *val);
virtual void scSetInt(int val);
virtual void scSetFloat(double val);
virtual void scSetBool(bool val);
virtual int scCompare(CBScriptable *val);
virtual void scDebuggerDesc(char *buf, int bufSize);
int _refCount;
CScValue *_scValue;
CScValue *_scProp;
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public:
// IWmeDebugObject
const char *dbgGetNativeClass();
IWmeDebugProp *dbgGetProperty(const char *name);
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};
// Implemented in their respective .cpp-files
CBScriptable *makeSXArray(CBGame *inGame, CScStack *stack);
CBScriptable *makeSXDate(CBGame *inGame, CScStack *stack);
CBScriptable *makeSXFile(CBGame *inGame, CScStack *stack);
CBScriptable *makeSXMath(CBGame *inGame);
CBScriptable *makeSXMemBuffer(CBGame *inGame, CScStack *stack);
CBScriptable *makeSXObject(CBGame *inGame, CScStack *stack);
CBScriptable *makeSXStore(CBGame *inGame);
CBScriptable *makeSXString(CBGame *inGame, CScStack *stack);
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} // end of namespace WinterMute
#endif