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+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * 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"
+
+namespace Lua {
+
+struct lua_State;
+
+}
+
+using namespace Lua;
+
+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