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/* 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 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
#include "common/str.h"
#include "common/str-array.h"
#include "sword25/kernel/common.h"
#include "sword25/script/script.h"
struct lua_State;
namespace Sword25 {
class Kernel;
class LuaScriptEngine : public ScriptEngine {
public:
LuaScriptEngine(Kernel *KernelPtr);
virtual ~LuaScriptEngine();
/**
* Initializes 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 _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(OutputPersistenceBlock &writer);
/**
* @remark The Lua stack is cleared by this method
*/
virtual bool unpersist(InputPersistenceBlock &reader);
private:
lua_State *_state;
int _pcallErrorhandlerRegistryIndex;
bool registerStandardLibs();
bool registerStandardLibExtensions();
bool executeBuffer(const byte *data, uint size, const Common::String &name) const;
};
} // End of namespace Sword25
#endif
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