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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 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/BNamedObject.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 HRESULT ScSetProperty(const char *Name, CScValue *Value);
virtual CScValue *ScGetProperty(const char *Name);
virtual HRESULT 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
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