1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
|
/* 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);
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 *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
|