scummvm/engines/sword25/script/luacallback.h

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// -----------------------------------------------------------------------------
// This file is part of Broken Sword 2.5
// Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsd<73>rfer
//
// Broken Sword 2.5 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.
//
// Broken Sword 2.5 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 Broken Sword 2.5; if not, write to the Free Software
// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// -----------------------------------------------------------------------------
#ifndef BS_LUACALLBACK_H
#define BS_LUACALLBACK_H
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "kernel/common.h"
// -----------------------------------------------------------------------------
// Forward Deklarationen
// -----------------------------------------------------------------------------
struct lua_State;
// -----------------------------------------------------------------------------
// Klassendeklaration
// -----------------------------------------------------------------------------
class BS_LuaCallback
{
public:
BS_LuaCallback(lua_State * L);
virtual ~BS_LuaCallback();
// Funktion muss auf dem Lua-Stack liegen.
void RegisterCallbackFunction(lua_State * L, unsigned int ObjectHandle);
// Funktion muss auf dem Lua-Stack liegen.
void UnregisterCallbackFunction(lua_State * L, unsigned int ObjectHandle);
void RemoveAllObjectCallbacks(lua_State * L, unsigned int ObjectHandle);
void InvokeCallbackFunctions(lua_State * L, unsigned int ObjectHandle);
protected:
virtual int PreFunctionInvokation(lua_State * L) { return 0; }
private:
void EnsureObjectCallbackTableExists(lua_State * L,unsigned int ObjectHandle);
void PushCallbackTable(lua_State * L);
void PushObjectCallbackTable(lua_State * L, unsigned int ObjectHandle);
};
#endif