1 /* ScummVM - Graphic Adventure Engine 2 * 3 * ScummVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the COPYRIGHT 5 * file distributed with this source distribution. 6 * 7 * This program is free software; you can redistribute it and/or 8 * modify it under the terms of the GNU General Public License 9 * as published by the Free Software Foundation; either version 2 10 * of the License, or (at your option) any later version. 11 * 12 * This program is distributed in the hope that it will be useful, 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * GNU General Public License for more details. 16 * 17 * You should have received a copy of the GNU General Public License 18 * along with this program; if not, write to the Free Software 19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 20 * 21 */ 22 23 /* 24 * This file is based on WME Lite. 25 * http://dead-code.org/redir.php?target=wmelite 26 * Copyright (c) 2011 Jan Nedoma 27 */ 28 29 #ifndef WINTERMUTE_BASE_SCRIPTABLE_H 30 #define WINTERMUTE_BASE_SCRIPTABLE_H 31 32 33 #include "engines/wintermute/base/base_named_object.h" 34 #include "engines/wintermute/persistent.h" 35 36 namespace Wintermute { 37 38 class ScValue; 39 class ScStack; 40 class ScScript; 41 42 class BaseScriptable : public BaseNamedObject { 43 public: 44 virtual ScScript *invokeMethodThread(const char *methodName); 45 DECLARE_PERSISTENT(BaseScriptable, BaseNamedObject) 46 47 BaseScriptable(BaseGame *inGame, bool noValue = false, bool persistable = true); 48 ~BaseScriptable() override; 49 50 // high level scripting interface 51 virtual bool canHandleMethod(const char *eventMethod) const; 52 virtual bool scSetProperty(const char *name, ScValue *value); 53 virtual ScValue *scGetProperty(const Common::String &name); 54 virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name); 55 virtual const char *scToString(); 56 virtual void *scToMemBuffer(); 57 virtual int scToInt(); 58 virtual double scToFloat(); 59 virtual bool scToBool(); 60 virtual void scSetString(const char *val); 61 virtual void scSetInt(int val); 62 virtual void scSetFloat(double val); 63 virtual void scSetBool(bool val); 64 virtual int scCompare(BaseScriptable *val); 65 virtual void scDebuggerDesc(char *buf, int bufSize); 66 virtual Common::String debuggerToString() const; 67 int32 _refCount; 68 ScValue *_scValue; 69 ScValue *_scProp; 70 }; 71 72 // Implemented in their respective .cpp-files 73 BaseScriptable *makeSXArray(BaseGame *inGame, ScStack *stack); 74 BaseScriptable *makeSXDate(BaseGame *inGame, ScStack *stack); 75 BaseScriptable *makeSXFile(BaseGame *inGame, ScStack *stack); 76 BaseScriptable *makeSXDirectory(BaseGame *inGame); 77 BaseScriptable *makeSXMath(BaseGame *inGame); 78 BaseScriptable *makeSXMemBuffer(BaseGame *inGame, ScStack *stack); 79 BaseScriptable *makeSXObject(BaseGame *inGame, ScStack *stack); 80 BaseScriptable *makeSXStore(BaseGame *inGame); 81 BaseScriptable *makeSXString(BaseGame *inGame, ScStack *stack); 82 83 } // End of namespace Wintermute 84 85 #endif 86