90 lines
2.6 KiB
C++
90 lines
2.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#ifndef SWORD25_LUACALLBACK_H
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#define SWORD25_LUACALLBACK_H
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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#include "sword25/kernel/common.h"
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// -----------------------------------------------------------------------------
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// Forward Declarations
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// -----------------------------------------------------------------------------
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namespace Lua {
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struct lua_State;
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}
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using namespace Lua;
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namespace Sword25 {
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// -----------------------------------------------------------------------------
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// Class definitions
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// -----------------------------------------------------------------------------
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class BS_LuaCallback {
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public:
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BS_LuaCallback(lua_State *L);
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virtual ~BS_LuaCallback();
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// Funktion muss auf dem Lua-Stack liegen.
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void RegisterCallbackFunction(lua_State *L, unsigned int ObjectHandle);
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// Funktion muss auf dem Lua-Stack liegen.
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void UnregisterCallbackFunction(lua_State *L, unsigned int ObjectHandle);
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void RemoveAllObjectCallbacks(lua_State *L, unsigned int ObjectHandle);
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void InvokeCallbackFunctions(lua_State *L, unsigned int ObjectHandle);
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protected:
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virtual int PreFunctionInvokation(lua_State *L) {
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return 0;
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}
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private:
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void EnsureObjectCallbackTableExists(lua_State *L, unsigned int ObjectHandle);
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void PushCallbackTable(lua_State *L);
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void PushObjectCallbackTable(lua_State *L, unsigned int ObjectHandle);
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};
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} // End of namespace Sword25
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#endif
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