scummvm/engines/sword25/script/luascript.h
2010-10-12 22:13:00 +00:00

117 lines
3.8 KiB
C++
Raw Blame History

/* 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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_LUASCRIPT_H
#define SWORD25_LUASCRIPT_H
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/kernel/common.h"
#include "sword25/script/script.h"
// -----------------------------------------------------------------------------
// Forward declarations
// -----------------------------------------------------------------------------
class BS_Kernel;
struct lua_State;
// -----------------------------------------------------------------------------
// Class declaration
// -----------------------------------------------------------------------------
class BS_LuaScriptEngine : public BS_ScriptEngine
{
public:
// -----------------------------------------------------------------------------
// Konstruktion / Destruktion
// -----------------------------------------------------------------------------
BS_LuaScriptEngine(BS_Kernel * KernelPtr);
virtual ~BS_LuaScriptEngine();
/**
@brief Initialisiert die Scriptengine.
@return Gibt true bei Erfolg zur<75>ck, ansonsten false.
*/
virtual bool Init();
/**
@brief L<>dt eine Skriptdatei und f<>hrt diese aus.
@param FileName der Dateiname der Skriptdatei
@return Gibt true bei Erfolg zur<75>ck, ansonsten false.
*/
virtual bool ExecuteFile(const std::string & FileName);
/**
@brief F<>hrt einen String mit Skriptcode aus.
@param Code ein String der Skriptcode enth<74>lt.
@return Gibt true bei Erfolg zur<75>ck, ansonsten false.
*/
virtual bool ExecuteString(const std::string & Code);
/**
@brief Gibt einen Pointer auf das Hauptobjekt der Skriptsprache zur<75>ck.
@remark Durch die Benutzung dieser Methode wird die Kapselung der Sprache aufgehoben.
*/
virtual void * GetScriptObject() { return m_State; }
/**
@brief Macht die Kommandozeilen-Parameter f<>r die Skriptumgebung zug<75>nglich.
@param CommandLineParameters ein string vector der alle Kommandozeilenparameter enth<74>lt.
@remark Auf welche Weise die Kommandozeilen-Parameter durch Skripte zugegriffen werden k<>nnen h<>ngt von der jeweiligen Implementierung ab.
*/
virtual void SetCommandLine(const std::vector<std::string> & CommandLineParameters);
/**
@remark Der Lua-Stack wird durch diese Methode geleert.
*/
virtual bool Persist(BS_OutputPersistenceBlock & Writer);
/**
@remark Der Lua-Stack wird durch diese Methode geleert.
*/
virtual bool Unpersist(BS_InputPersistenceBlock & Reader);
private:
lua_State * m_State;
int m_PcallErrorhandlerRegistryIndex;
bool RegisterStandardLibs();
bool RegisterStandardLibExtensions();
bool ExecuteBuffer(const char * Data, unsigned int Size, const std::string & Name) const;
};
#endif