mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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184 lines
6.9 KiB
C++
184 lines
6.9 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __SWF_SCRIPTFUNCTION_H__
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#define __SWF_SCRIPTFUNCTION_H__
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/*
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========================
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Interface for calling functions from script
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========================
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*/
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class idSWFScriptFunction {
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public:
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virtual ~idSWFScriptFunction() {};
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virtual idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms ){ return idSWFScriptVar(); }; // this should never be hit
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virtual void AddRef(){};
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virtual void Release(){};
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virtual idSWFScriptObject *GetPrototype() { return NULL; }
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virtual void SetPrototype( idSWFScriptObject * _object ) { }
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};
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/*
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========================
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Interface for calling functions from script, implemented statically
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========================
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*/
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class idSWFScriptFunction_Static : public idSWFScriptFunction {
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public:
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idSWFScriptFunction_Static() { }
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virtual void AddRef() { }
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virtual void Release() { }
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};
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/*
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========================
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Interface for calling functions from script, implemented natively on a nested class object
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========================
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*/
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template< typename T >
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class idSWFScriptFunction_Nested : public idSWFScriptFunction {
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protected:
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T * pThis;
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public:
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idSWFScriptFunction_Nested() : pThis( NULL ) { }
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idSWFScriptFunction * Bind( T * _pThis ) { pThis = _pThis; return this; }
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virtual void AddRef() { }
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virtual void Release() { }
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};
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/*
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========================
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Interface for calling functions from script, with reference counting
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NOTE: The ref count starts at 0 here because it assumes you do an AddRef on the allocated
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object. The proper way is to start it at 1 and force the caller to Release, but that's
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really kind of a pain in the ass. It was made to be used like this:
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object->Set( "myFunction", new idSWFScriptFunction_MyFunction() );
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========================
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*/
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class idSWFScriptFunction_RefCounted : public idSWFScriptFunction {
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public:
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idSWFScriptFunction_RefCounted() : refCount( 0 ) { }
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void AddRef() { refCount++; }
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void Release() { if ( --refCount <= 0 ) { delete this; } }
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private:
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int refCount;
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};
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/*
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========================
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Action Scripts can define a pool of constants then push values from that pool
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The documentation isn't very clear on the scope of these things, but from what
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I've gathered by testing, pool is per-function and copied into the function
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whenever that function is declared.
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========================
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*/
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class idSWFConstantPool {
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public:
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idSWFConstantPool();
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~idSWFConstantPool() { Clear(); }
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void Clear();
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void Copy( const idSWFConstantPool & other );
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idSWFScriptString * Get( int n ) { return pool[n]; }
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void Append( idSWFScriptString * s ) { pool.Append( s ); }
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private:
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idList< idSWFScriptString *, TAG_SWF > pool;
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};
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/*
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========================
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The idSWFStack class is just a helper routine for treating an idList like a stack
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========================
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*/
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class idSWFStack : public idList< idSWFScriptVar > {
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public:
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idSWFScriptVar & A() { return operator[]( Num() - 1 ); }
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idSWFScriptVar & B() { return operator[]( Num() - 2 ); }
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idSWFScriptVar & C() { return operator[]( Num() - 3 ); }
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idSWFScriptVar & D() { return operator[]( Num() - 4 ); }
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void Pop( int n ) { SetNum( Num() - n ); }
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};
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/*
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========================
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idSWFScriptFunction_Script is a script function that's implemented in action script
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========================
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*/
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class idSWFScriptFunction_Script : public idSWFScriptFunction {
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public:
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idSWFScriptFunction_Script() : refCount( 1 ), flags( 0 ), prototype( NULL ), data( NULL ), length( 0 ), defaultSprite( NULL ) { registers.SetNum( 4 ); }
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virtual ~idSWFScriptFunction_Script();
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static idSWFScriptFunction_Script * Alloc() { return new (TAG_SWF) idSWFScriptFunction_Script; }
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void AddRef() { refCount++; }
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void Release() { if ( --refCount == 0 ) { delete this; } }
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// 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
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void SetFlags( uint16 _flags ) { flags = _flags; }
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void SetData( const byte * _data, uint32 _length ) { data = _data; length = _length; }
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void SetScope( idList<idSWFScriptObject *> & scope );
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void SetConstants( const idSWFConstantPool & _constants ) { constants.Copy( _constants ); }
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void SetDefaultSprite( idSWFSpriteInstance * _sprite ) { defaultSprite = _sprite; }
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void AllocRegisters( int numRegs ) { registers.SetNum( numRegs ); }
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void AllocParameters( int numParms ) { parameters.SetNum( numParms ); }
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void SetParameter( uint8 n, uint8 r, const char * name ) { parameters[n].reg = r; parameters[n].name = name; }
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idSWFScriptObject * GetPrototype() { return prototype; }
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void SetPrototype( idSWFScriptObject * _prototype ) { _prototype->AddRef(); assert( prototype == NULL ); prototype = _prototype; }
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virtual idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms );
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private:
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idSWFScriptVar Run( idSWFScriptObject * thisObject, idSWFStack & stack, idSWFBitStream & bitstream );
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private:
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int refCount;
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uint16 flags;
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const byte * data;
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uint32 length;
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idSWFScriptObject * prototype;
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idSWFSpriteInstance * defaultSprite; // some actions have an implicit sprite they work off of (e.g. Action_GotoFrame outside of object scope)
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idList< idSWFScriptObject *, TAG_SWF > scope;
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idSWFConstantPool constants;
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idList< idSWFScriptVar, TAG_SWF > registers;
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struct parmInfo_t {
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const char * name;
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uint8 reg;
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};
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idList< parmInfo_t, TAG_SWF > parameters;
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};
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#endif // !__SWF_SCRIPTFUNCTION_H__
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