/* 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 // ----------------------------------------------------------------------------- // Includes // ----------------------------------------------------------------------------- #include "common/str.h" #include "common/str-array.h" #include "sword25/kernel/common.h" #include "sword25/script/script.h" // ----------------------------------------------------------------------------- // Forward declarations // ----------------------------------------------------------------------------- namespace Lua { struct lua_State; } using namespace Lua; namespace Sword25 { class BS_Kernel; // ----------------------------------------------------------------------------- // Class declaration // ----------------------------------------------------------------------------- class LuaScriptEngine : public ScriptEngine { public: // ----------------------------------------------------------------------------- // Constructor / Destructor // ----------------------------------------------------------------------------- LuaScriptEngine(BS_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 m_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(BS_OutputPersistenceBlock &Writer); /** * @remark The Lua stack is cleared by this method */ virtual bool Unpersist(BS_InputPersistenceBlock &Reader); private: lua_State *m_State; int m_PcallErrorhandlerRegistryIndex; bool RegisterStandardLibs(); bool RegisterStandardLibExtensions(); bool ExecuteBuffer(const byte *Data, unsigned int Size, const Common::String &Name) const; }; } // End of namespace Sword25 #endif