scummvm/engines/wintermute/base/scriptables/script_ext_array.h
2012-07-25 05:08:13 +02:00

56 lines
1.8 KiB
C++

/* 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.
* 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.
* 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_SXARRAY_H
#define WINTERMUTE_SXARRAY_H
#include "engines/wintermute/base/base_scriptable.h"
namespace WinterMute {
class SXArray : public BaseScriptable {
public:
bool push(ScValue *Val);
bool validNumber(const char *origStr, char *outStr);
DECLARE_PERSISTENT(SXArray, BaseScriptable)
SXArray(BaseGame *inGame, ScStack *stack);
SXArray(BaseGame *inGame);
virtual ~SXArray();
ScValue *scGetProperty(const char *name);
bool scSetProperty(const char *name, ScValue *value);
bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
const char *scToString();
private:
int _length;
ScValue *_values;
};
} // end of namespace WinterMute
#endif