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84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* 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,
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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
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; 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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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_SCRIPTABLE_H
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#define WINTERMUTE_BASE_SCRIPTABLE_H
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#include "engines/wintermute/base/base_named_object.h"
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#include "engines/wintermute/persistent.h"
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namespace Wintermute {
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class ScValue;
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class ScStack;
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class ScScript;
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class BaseScriptable : public BaseNamedObject {
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public:
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virtual ScScript *invokeMethodThread(const char *methodName);
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DECLARE_PERSISTENT(BaseScriptable, BaseNamedObject)
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BaseScriptable(BaseGame *inGame, bool noValue = false, bool persistable = true);
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virtual ~BaseScriptable();
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// high level scripting interface
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virtual bool canHandleMethod(const char *eventMethod);
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virtual bool scSetProperty(const char *name, ScValue *value);
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virtual ScValue *scGetProperty(const char *name);
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virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
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virtual const char *scToString();
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virtual void *scToMemBuffer();
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virtual int scToInt();
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virtual double scToFloat();
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virtual bool scToBool();
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virtual void scSetString(const char *val);
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virtual void scSetInt(int val);
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virtual void scSetFloat(double val);
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virtual void scSetBool(bool val);
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virtual int scCompare(BaseScriptable *val);
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virtual void scDebuggerDesc(char *buf, int bufSize);
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int _refCount;
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ScValue *_scValue;
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ScValue *_scProp;
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};
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// Implemented in their respective .cpp-files
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BaseScriptable *makeSXArray(BaseGame *inGame, ScStack *stack);
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BaseScriptable *makeSXDate(BaseGame *inGame, ScStack *stack);
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BaseScriptable *makeSXFile(BaseGame *inGame, ScStack *stack);
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BaseScriptable *makeSXMath(BaseGame *inGame);
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BaseScriptable *makeSXMemBuffer(BaseGame *inGame, ScStack *stack);
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BaseScriptable *makeSXObject(BaseGame *inGame, ScStack *stack);
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BaseScriptable *makeSXStore(BaseGame *inGame);
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BaseScriptable *makeSXString(BaseGame *inGame, ScStack *stack);
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} // end of namespace Wintermute
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#endif
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