/* 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_BSCRIPTHOLDER_H #define WINTERMUTE_BSCRIPTHOLDER_H #include "engines/wintermute/coll_templ.h" #include "engines/wintermute/persistent.h" #include "engines/wintermute/base/BScriptable.h" namespace WinterMute { class CBScriptHolder : public CBScriptable { public: DECLARE_PERSISTENT(CBScriptHolder, CBScriptable) CBScriptHolder(CBGame *inGame); virtual ~CBScriptHolder(); virtual CScScript *invokeMethodThread(const char *methodName); virtual void makeFreezable(bool freezable); bool canHandleEvent(const char *eventName); virtual bool canHandleMethod(const char *eventMethod); bool cleanup(); bool removeScript(CScScript *script); bool addScript(const char *filename); virtual bool saveAsText(CBDynBuffer *buffer, int indent); virtual bool listen(CBScriptHolder *param1, uint32 param2); bool applyEvent(const char *eventName, bool unbreakable = false); void setFilename(const char *filename); bool parseProperty(byte *buffer, bool complete = true); char *_filename; bool _freezable; bool _ready; CBArray _scripts; // scripting interface virtual CScValue *scGetProperty(const char *name); virtual bool scSetProperty(const char *name, CScValue *value); virtual bool scCallMethod(CScScript *script, CScStack *stack, CScStack *thisStack, const char *name); virtual const char *scToString(); virtual void scDebuggerDesc(char *buf, int bufSize); // IWmeObject public: virtual bool sendEvent(const char *eventName); }; } // end of namespace WinterMute #endif