doom3-bfg/neo/swf/SWF_ScriptFunction.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __SWF_SCRIPTFUNCTION_H__
#define __SWF_SCRIPTFUNCTION_H__
/*
========================
Interface for calling functions from script
========================
*/
class idSWFScriptFunction {
public:
virtual ~idSWFScriptFunction() {};
virtual idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms ){ return idSWFScriptVar(); }; // this should never be hit
virtual void AddRef(){};
virtual void Release(){};
virtual idSWFScriptObject *GetPrototype() { return NULL; }
virtual void SetPrototype( idSWFScriptObject * _object ) { }
};
/*
========================
Interface for calling functions from script, implemented statically
========================
*/
class idSWFScriptFunction_Static : public idSWFScriptFunction {
public:
idSWFScriptFunction_Static() { }
virtual void AddRef() { }
virtual void Release() { }
};
/*
========================
Interface for calling functions from script, implemented natively on a nested class object
========================
*/
template< typename T >
class idSWFScriptFunction_Nested : public idSWFScriptFunction {
protected:
T * pThis;
public:
idSWFScriptFunction_Nested() : pThis( NULL ) { }
idSWFScriptFunction * Bind( T * _pThis ) { pThis = _pThis; return this; }
virtual void AddRef() { }
virtual void Release() { }
};
/*
========================
Interface for calling functions from script, with reference counting
NOTE: The ref count starts at 0 here because it assumes you do an AddRef on the allocated
object. The proper way is to start it at 1 and force the caller to Release, but that's
really kind of a pain in the ass. It was made to be used like this:
object->Set( "myFunction", new idSWFScriptFunction_MyFunction() );
========================
*/
class idSWFScriptFunction_RefCounted : public idSWFScriptFunction {
public:
idSWFScriptFunction_RefCounted() : refCount( 0 ) { }
void AddRef() { refCount++; }
void Release() { if ( --refCount <= 0 ) { delete this; } }
private:
int refCount;
};
/*
========================
Action Scripts can define a pool of constants then push values from that pool
The documentation isn't very clear on the scope of these things, but from what
I've gathered by testing, pool is per-function and copied into the function
whenever that function is declared.
========================
*/
class idSWFConstantPool {
public:
idSWFConstantPool();
~idSWFConstantPool() { Clear(); }
void Clear();
void Copy( const idSWFConstantPool & other );
idSWFScriptString * Get( int n ) { return pool[n]; }
void Append( idSWFScriptString * s ) { pool.Append( s ); }
private:
idList< idSWFScriptString *, TAG_SWF > pool;
};
/*
========================
The idSWFStack class is just a helper routine for treating an idList like a stack
========================
*/
class idSWFStack : public idList< idSWFScriptVar > {
public:
idSWFScriptVar & A() { return operator[]( Num() - 1 ); }
idSWFScriptVar & B() { return operator[]( Num() - 2 ); }
idSWFScriptVar & C() { return operator[]( Num() - 3 ); }
idSWFScriptVar & D() { return operator[]( Num() - 4 ); }
void Pop( int n ) { SetNum( Num() - n ); }
};
/*
========================
idSWFScriptFunction_Script is a script function that's implemented in action script
========================
*/
class idSWFScriptFunction_Script : public idSWFScriptFunction {
public:
idSWFScriptFunction_Script() : refCount( 1 ), flags( 0 ), prototype( NULL ), data( NULL ), length( 0 ), defaultSprite( NULL ) { registers.SetNum( 4 ); }
virtual ~idSWFScriptFunction_Script();
static idSWFScriptFunction_Script * Alloc() { return new (TAG_SWF) idSWFScriptFunction_Script; }
void AddRef() { refCount++; }
void Release() { if ( --refCount == 0 ) { delete this; } }
// This could all be passed to Alloc (and was at one time) but in some places it's far more convenient to specify each separately
void SetFlags( uint16 _flags ) { flags = _flags; }
void SetData( const byte * _data, uint32 _length ) { data = _data; length = _length; }
void SetScope( idList<idSWFScriptObject *> & scope );
void SetConstants( const idSWFConstantPool & _constants ) { constants.Copy( _constants ); }
void SetDefaultSprite( idSWFSpriteInstance * _sprite ) { defaultSprite = _sprite; }
void AllocRegisters( int numRegs ) { registers.SetNum( numRegs ); }
void AllocParameters( int numParms ) { parameters.SetNum( numParms ); }
void SetParameter( uint8 n, uint8 r, const char * name ) { parameters[n].reg = r; parameters[n].name = name; }
idSWFScriptObject * GetPrototype() { return prototype; }
void SetPrototype( idSWFScriptObject * _prototype ) { _prototype->AddRef(); assert( prototype == NULL ); prototype = _prototype; }
virtual idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms );
private:
idSWFScriptVar Run( idSWFScriptObject * thisObject, idSWFStack & stack, idSWFBitStream & bitstream );
private:
int refCount;
uint16 flags;
const byte * data;
uint32 length;
idSWFScriptObject * prototype;
idSWFSpriteInstance * defaultSprite; // some actions have an implicit sprite they work off of (e.g. Action_GotoFrame outside of object scope)
idList< idSWFScriptObject *, TAG_SWF > scope;
idSWFConstantPool constants;
idList< idSWFScriptVar, TAG_SWF > registers;
struct parmInfo_t {
const char * name;
uint8 reg;
};
idList< parmInfo_t, TAG_SWF > parameters;
};
#endif // !__SWF_SCRIPTFUNCTION_H__