/* 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 3 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, see . * */ /* * 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_LUACALLBACK_H #define SWORD25_LUACALLBACK_H #include "sword25/kernel/common.h" struct lua_State; namespace Sword25 { class LuaCallback { public: LuaCallback(lua_State *L); virtual ~LuaCallback(); // Funktion muss auf dem Lua-Stack liegen. void registerCallbackFunction(lua_State *L, uint objectHandle); // Funktion muss auf dem Lua-Stack liegen. void unregisterCallbackFunction(lua_State *L, uint objectHandle); void removeAllObjectCallbacks(lua_State *L, uint objectHandle); void invokeCallbackFunctions(lua_State *L, uint objectHandle); protected: virtual int preFunctionInvocation(lua_State *L) { return 0; } private: void ensureObjectCallbackTableExists(lua_State *L, uint objectHandle); void pushCallbackTable(lua_State *L); void pushObjectCallbackTable(lua_State *L, uint objectHandle); }; } // End of namespace Sword25 #endif