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
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
|
/* 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_SCVALUE_H
#define WINTERMUTE_SCVALUE_H
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/base/scriptables/dcscript.h" // Added by ClassView
#include "common/str.h"
namespace Wintermute {
class ScScript;
class BaseScriptable;
class ScValue : public BaseClass {
public:
static int compare(ScValue *val1, ScValue *val2);
static int compareStrict(ScValue *val1, ScValue *val2);
TValType getTypeTolerant();
void cleanup(bool ignoreNatives = false);
DECLARE_PERSISTENT(ScValue, BaseClass)
bool _isConstVar;
bool saveAsText(BaseDynamicBuffer *buffer, int indent);
void setValue(ScValue *val);
bool _persistent;
bool propExists(const char *name);
void copy(ScValue *orig, bool copyWhole = false);
void setStringVal(const char *val);
TValType getType();
bool getBool(bool defaultVal = false);
int getInt(int defaultVal = 0);
double getFloat(double defaultVal = 0.0f);
const char *getString();
void *getMemBuffer();
BaseScriptable *getNative();
bool deleteProp(const char *name);
void deleteProps();
void CleanProps(bool includingNatives);
void setBool(bool val);
void setInt(int val);
void setFloat(double val);
void setString(const char *val);
void setString(const Common::String &val);
void setNULL();
void setNative(BaseScriptable *val, bool persistent = false);
void setObject();
void setReference(ScValue *val);
bool isNULL();
bool isNative();
bool isString();
bool isBool();
bool isFloat();
bool isInt();
bool isObject();
bool setProp(const char *name, ScValue *val, bool copyWhole = false, bool setAsConst = false);
ScValue *getProp(const char *name);
BaseScriptable *_valNative;
ScValue *_valRef;
private:
bool _valBool;
int32 _valInt;
double _valFloat;
char *_valString;
public:
TValType _type;
ScValue(BaseGame *inGame);
ScValue(BaseGame *inGame, bool Val);
ScValue(BaseGame *inGame, int32 Val);
ScValue(BaseGame *inGame, double Val);
ScValue(BaseGame *inGame, const char *Val);
virtual ~ScValue();
Common::HashMap<Common::String, ScValue *> _valObject;
Common::HashMap<Common::String, ScValue *>::iterator _valIter;
bool setProperty(const char *propName, int32 value);
bool setProperty(const char *propName, const char *value);
bool setProperty(const char *propName, double value);
bool setProperty(const char *propName, bool value);
bool setProperty(const char *propName);
};
} // end of namespace Wintermute
#endif
|