/* 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_BASE_SCRIPTABLE_H #define WINTERMUTE_BASE_SCRIPTABLE_H #include "engines/wintermute/base/base_named_object.h" #include "engines/wintermute/persistent.h" namespace Wintermute { class ScValue; class ScStack; class ScScript; class BaseScriptable : public BaseNamedObject { public: virtual ScScript *invokeMethodThread(const char *methodName); DECLARE_PERSISTENT(BaseScriptable, BaseNamedObject) BaseScriptable(BaseGame *inGame, bool noValue = false, bool persistable = true); virtual ~BaseScriptable(); // high level scripting interface virtual bool canHandleMethod(const char *eventMethod) const; virtual bool scSetProperty(const char *name, ScValue *value); virtual ScValue *scGetProperty(const Common::String &name); virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *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(BaseScriptable *val); virtual void scDebuggerDesc(char *buf, int bufSize); virtual Common::String debuggerToString() const; int32 _refCount; ScValue *_scValue; ScValue *_scProp; }; // Implemented in their respective .cpp-files BaseScriptable *makeSXArray(BaseGame *inGame, ScStack *stack); BaseScriptable *makeSXDate(BaseGame *inGame, ScStack *stack); BaseScriptable *makeSXFile(BaseGame *inGame, ScStack *stack); BaseScriptable *makeSXDirectory(BaseGame *inGame); BaseScriptable *makeSXMath(BaseGame *inGame); BaseScriptable *makeSXMemBuffer(BaseGame *inGame, ScStack *stack); BaseScriptable *makeSXObject(BaseGame *inGame, ScStack *stack); BaseScriptable *makeSXStore(BaseGame *inGame); BaseScriptable *makeSXString(BaseGame *inGame, ScStack *stack); } // End of namespace Wintermute #endif