/* 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