/* 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 // ----------------------------------------------------------------------------- // Includes // ----------------------------------------------------------------------------- #include "sword25/kernel/common.h" // ----------------------------------------------------------------------------- // Forward Declarations // ----------------------------------------------------------------------------- namespace Lua { struct lua_State; } using namespace Lua; namespace Sword25 { // ----------------------------------------------------------------------------- // Class definitions // ----------------------------------------------------------------------------- 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