/* =========================================================================== 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 . 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 ), data( NULL ), length( 0 ), prototype( NULL ), 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& 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__