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68 lines
2.1 KiB
C++
68 lines
2.1 KiB
C++
/* Residual - Virtual machine to run LucasArts' 3D adventure games
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef LUA_HH
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#define LUA_HH
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#include "engines/grim/lua/lua.h"
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class Vector3d;
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namespace Grim {
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// Register Residual builtin functions and structures
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void register_lua();
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// Like dofile, except it loads the file to execute from a bundle file
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int bundle_dofile(const char *filename);
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// Set system.frameTime
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void setFrameTime(float frameTime);
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// Set smush.movieTime
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void setMovieTime(float movieTime);
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// Get the event handler function with the given name, pushing the handler
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// object if appropriate
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lua_Object getEventHandler(const char *name);
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// set the value for a table item
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void setTableValue(lua_Object table, const char *name, int newvalue);
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void setTableValue(lua_Object table, const char *name, lua_Object newvalue);
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// get the value of a table item
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lua_Object getTableValue(lua_Object table, const char *name);
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lua_Object getIndexedTableValue(lua_Object table, int index);
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// make a Vector3d object from coordinate table values
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Vector3d tableToVector(lua_Object table);
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// get a function stored in a table
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lua_Object getTableFunction(lua_Object table, const char *name);
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} // end of namespace Grim
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#endif
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