/* 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