scummvm/engines/sword25/script/luascript.h
2021-12-26 18:48:43 +01:00

106 lines
3.1 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* 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
#include "common/str.h"
#include "common/str-array.h"
#include "sword25/kernel/common.h"
#include "sword25/script/script.h"
struct lua_State;
namespace Sword25 {
class Kernel;
class LuaScriptEngine : public ScriptEngine {
public:
LuaScriptEngine(Kernel *KernelPtr);
~LuaScriptEngine() override;
/**
* Initializes the scripting engine
* @return Returns true if successful, otherwise false.
*/
bool init() override;
/**
* Loads a script file and executes it
* @param FileName The filename of the script
* @return Returns true if successful, otherwise false.
*/
bool executeFile(const Common::String &fileName) override;
/**
* Execute a string of script code
* @param Code A string of script code
* @return Returns true if successful, otherwise false.
*/
bool executeString(const Common::String &code) override;
/**
* Returns a pointer to the main object of the scripting language
* @remark Using this method breaks the encapsulation of the language
*/
void *getScriptObject() override {
return _state;
}
/**
* Makes the command line parameters for the scripting environment available
* @param CommandLineParameters An array containing all the command line parameters
* @remark How the command line parameters will be used by scripts is
* dependant on the particular implementation.
*/
void setCommandLine(const Common::StringArray &commandLineParameters) override;
/**
* @remark The Lua stack is cleared by this method
*/
bool persist(OutputPersistenceBlock &writer) override;
/**
* @remark The Lua stack is cleared by this method
*/
bool unpersist(InputPersistenceBlock &reader) override;
private:
lua_State *_state;
int _pcallErrorhandlerRegistryIndex;
bool registerStandardLibs();
bool registerStandardLibExtensions();
bool executeBuffer(const byte *data, uint size, const Common::String &name) const;
};
} // End of namespace Sword25
#endif