/* 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 file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BASE_SCRIPTHOLDER_H
#define WINTERMUTE_BASE_SCRIPTHOLDER_H
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/base/base_scriptable.h"
namespace Wintermute {
class BaseScriptHolder : public BaseScriptable {
public:
DECLARE_PERSISTENT(BaseScriptHolder, BaseScriptable)
BaseScriptHolder(BaseGame *inGame);
~BaseScriptHolder() override;
ScScript *invokeMethodThread(const char *methodName) override;
virtual void makeFreezable(bool freezable);
bool canHandleEvent(const char *eventName);
bool canHandleMethod(const char *eventMethod) override;
bool cleanup();
bool removeScript(ScScript *script);
bool addScript(const char *filename);
bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
virtual bool listen(BaseScriptHolder *param1, uint32 param2);
bool applyEvent(const char *eventName, bool unbreakable = false);
void setFilename(const char *filename);
bool parseProperty(char *buffer, bool complete = true);
char *_filename;
bool _freezable;
bool _ready{};
BaseArray _scripts;
// scripting interface
ScValue *scGetProperty(const char *name) override;
bool scSetProperty(const char *name, ScValue *value) override;
bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
const char *scToString() override;
void scDebuggerDesc(char *buf, int bufSize) override;
// IWmeObject
public:
virtual bool sendEvent(const char *eventName);
};
} // End of namespace Wintermute
#endif