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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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#ifndef WINTERMUTE_BSCRIPTABLE_H
+#define WINTERMUTE_BSCRIPTABLE_H
+
+
+#include "engines/wintermute/base/base_named_object.h"
+#include "engines/wintermute/wme_debugger.h"
+#include "engines/wintermute/persistent.h"
+
+namespace WinterMute {
+
+class CScValue;
+class CScStack;
+class CScScript;
+
+class CBScriptable : public CBNamedObject, public IWmeDebugObject {
+public:
+ virtual CScScript *invokeMethodThread(const char *methodName);
+ DECLARE_PERSISTENT(CBScriptable, CBNamedObject)
+
+ CBScriptable(CBGame *inGame, bool noValue = false, bool persistable = true);
+ virtual ~CBScriptable();
+
+ // high level scripting interface
+ virtual bool canHandleMethod(const char *eventMethod);
+ virtual bool scSetProperty(const char *name, CScValue *value);
+ virtual CScValue *scGetProperty(const char *name);
+ virtual bool scCallMethod(CScScript *script, CScStack *stack, CScStack *thisStack, const char *name);
+ virtual const char *scToString();
+ virtual void *scToMemBuffer();
+ virtual int scToInt();
+ virtual double scToFloat();
+ virtual bool scToBool();
+ virtual void scSetString(const char *val);
+ virtual void scSetInt(int val);
+ virtual void scSetFloat(double val);
+ virtual void scSetBool(bool val);
+ virtual int scCompare(CBScriptable *val);
+ virtual void scDebuggerDesc(char *buf, int bufSize);
+ int _refCount;
+ CScValue *_scValue;
+ CScValue *_scProp;
+
+public:
+ // IWmeDebugObject
+ const char *dbgGetNativeClass();
+ IWmeDebugProp *dbgGetProperty(const char *name);
+
+};
+
+// Implemented in their respective .cpp-files
+CBScriptable *makeSXArray(CBGame *inGame, CScStack *stack);
+CBScriptable *makeSXDate(CBGame *inGame, CScStack *stack);
+CBScriptable *makeSXFile(CBGame *inGame, CScStack *stack);
+CBScriptable *makeSXMath(CBGame *inGame);
+CBScriptable *makeSXMemBuffer(CBGame *inGame, CScStack *stack);
+CBScriptable *makeSXObject(CBGame *inGame, CScStack *stack);
+CBScriptable *makeSXStore(CBGame *inGame);
+CBScriptable *makeSXString(CBGame *inGame, CScStack *stack);
+
+} // end of namespace WinterMute
+
+#endif