aboutsummaryrefslogtreecommitdiff
path: root/engines/sword25/script/luascript.h
diff options
context:
space:
mode:
Diffstat (limited to 'engines/sword25/script/luascript.h')
-rw-r--r--engines/sword25/script/luascript.h116
1 files changed, 116 insertions, 0 deletions
diff --git a/engines/sword25/script/luascript.h b/engines/sword25/script/luascript.h
new file mode 100644
index 0000000000..f557ae45f1
--- /dev/null
+++ b/engines/sword25/script/luascript.h
@@ -0,0 +1,116 @@
+/* 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_LUASCRIPT_H
+#define SWORD25_LUASCRIPT_H
+
+#include "common/str.h"
+#include "common/str-array.h"
+#include "sword25/kernel/common.h"
+#include "sword25/script/script.h"
+
+namespace Lua {
+
+struct lua_State;
+
+}
+
+using namespace Lua;
+
+namespace Sword25 {
+
+class Kernel;
+
+class LuaScriptEngine : public ScriptEngine {
+public:
+ LuaScriptEngine(Kernel *KernelPtr);
+ virtual ~LuaScriptEngine();
+
+ /**
+ * Initialises the scripting engine
+ * @return Returns true if successful, otherwise false.
+ */
+ virtual bool init();
+
+ /**
+ * Loads a script file and executes it
+ * @param FileName The filename of the script
+ * @return Returns true if successful, otherwise false.
+ */
+ virtual bool executeFile(const Common::String &fileName);
+
+ /**
+ * Execute a string of script code
+ * @param Code A string of script code
+ * @return Returns true if successful, otherwise false.
+ */
+ virtual bool executeString(const Common::String &code);
+
+ /**
+ * Returns a pointer to the main object of the scripting language
+ * @remark Using this method breaks the encapsulation of the language
+ */
+ virtual void *getScriptObject() {
+ return _state;
+ }
+
+ /**
+ * Makes the command line parameters for the scripting environment available
+ * @param CommandLineParameters An array containing all the command line parameters
+ * @remark How the command line parameters will be used by scripts is
+ * dependant on the particular implementation.
+ */
+ virtual void setCommandLine(const Common::StringArray &commandLineParameters);
+
+ /**
+ * @remark The Lua stack is cleared by this method
+ */
+ virtual bool persist(OutputPersistenceBlock &writer);
+ /**
+ * @remark The Lua stack is cleared by this method
+ */
+ virtual bool unpersist(InputPersistenceBlock &reader);
+
+private:
+ lua_State *_state;
+ int _pcallErrorhandlerRegistryIndex;
+
+ bool registerStandardLibs();
+ bool registerStandardLibExtensions();
+ bool executeBuffer(const byte *data, uint size, const Common::String &name) const;
+};
+
+} // End of namespace Sword25
+
+#endif