mirror of
https://github.com/libretro/scummvm.git
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b01994a53b
The things which are intentionally left with the prefix: BS_LOG, BS_ASSERT, BS_Rect, BS_String. svn-id: r53261
133 lines
3.9 KiB
C++
133 lines
3.9 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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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#ifndef SWORD25_LUASCRIPT_H
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#define SWORD25_LUASCRIPT_H
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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#include "common/str.h"
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#include "common/str-array.h"
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#include "sword25/kernel/common.h"
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#include "sword25/script/script.h"
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// -----------------------------------------------------------------------------
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// Forward declarations
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// -----------------------------------------------------------------------------
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namespace Lua {
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struct lua_State;
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}
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using namespace Lua;
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namespace Sword25 {
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class Kernel;
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// -----------------------------------------------------------------------------
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// Class declaration
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// -----------------------------------------------------------------------------
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class LuaScriptEngine : public ScriptEngine {
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public:
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// -----------------------------------------------------------------------------
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// Constructor / Destructor
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// -----------------------------------------------------------------------------
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LuaScriptEngine(Kernel *KernelPtr);
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virtual ~LuaScriptEngine();
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/**
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* Initialises the scripting engine
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* @return Returns true if successful, otherwise false.
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*/
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virtual bool Init();
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/**
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* Loads a script file and executes it
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* @param FileName The filename of the script
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* @return Returns true if successful, otherwise false.
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*/
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virtual bool ExecuteFile(const Common::String &FileName);
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/**
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* Execute a string of script code
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* @param Code A string of script code
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* @return Returns true if successful, otherwise false.
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*/
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virtual bool ExecuteString(const Common::String &Code);
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/**
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* Returns a pointer to the main object of the scripting language
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* @remark Using this method breaks the encapsulation of the language
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*/
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virtual void *GetScriptObject() {
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return m_State;
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}
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/**
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* Makes the command line parameters for the scripting environment available
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* @param CommandLineParameters An array containing all the command line parameters
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* @remark How the command line parameters will be used by scripts is
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* dependant on the particular implementation.
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*/
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virtual void SetCommandLine(const Common::StringArray &CommandLineParameters);
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/**
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* @remark The Lua stack is cleared by this method
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*/
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virtual bool Persist(OutputPersistenceBlock &Writer);
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/**
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* @remark The Lua stack is cleared by this method
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*/
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virtual bool Unpersist(InputPersistenceBlock &Reader);
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private:
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lua_State *m_State;
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int m_PcallErrorhandlerRegistryIndex;
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bool RegisterStandardLibs();
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bool RegisterStandardLibExtensions();
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bool ExecuteBuffer(const byte *Data, unsigned int Size, const Common::String &Name) const;
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};
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} // End of namespace Sword25
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#endif
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