scummvm/engines/sword25/script/luacallback.h
2011-05-12 01:16:22 +02:00

70 lines
1.9 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 code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_LUACALLBACK_H
#define SWORD25_LUACALLBACK_H
#include "sword25/kernel/common.h"
struct lua_State;
namespace Sword25 {
class LuaCallback {
public:
LuaCallback(lua_State *L);
virtual ~LuaCallback();
// Funktion muss auf dem Lua-Stack liegen.
void registerCallbackFunction(lua_State *L, uint objectHandle);
// Funktion muss auf dem Lua-Stack liegen.
void unregisterCallbackFunction(lua_State *L, uint objectHandle);
void removeAllObjectCallbacks(lua_State *L, uint objectHandle);
void invokeCallbackFunctions(lua_State *L, uint objectHandle);
protected:
virtual int preFunctionInvokation(lua_State *L) {
return 0;
}
private:
void ensureObjectCallbackTableExists(lua_State *L, uint objectHandle);
void pushCallbackTable(lua_State *L);
void pushObjectCallbackTable(lua_State *L, uint objectHandle);
};
} // End of namespace Sword25
#endif