mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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d949bc9410
many of the warnings -Wreorder and #includes with invalid path because of case-errors (windows may not care, but linux does)
281 lines
7 KiB
C++
281 lines
7 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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{
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public:
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virtual ~idSWFScriptFunction() {};
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virtual idSWFScriptVar Call( idSWFScriptObject* thisObject, const idSWFParmList& parms )
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{
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return idSWFScriptVar();
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}; // 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()
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{
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return NULL;
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}
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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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{
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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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{
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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 )
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{
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pThis = _pThis;
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return this;
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}
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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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{
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public:
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idSWFScriptFunction_RefCounted() : refCount( 0 ) { }
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void AddRef()
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{
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refCount++;
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}
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void Release()
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{
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if( --refCount <= 0 )
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{
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delete this;
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}
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}
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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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{
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public:
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idSWFConstantPool();
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~idSWFConstantPool()
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{
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Clear();
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}
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void Clear();
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void Copy( const idSWFConstantPool& other );
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idSWFScriptString* Get( int n )
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{
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return pool[n];
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}
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void Append( idSWFScriptString* s )
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{
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pool.Append( s );
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}
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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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{
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public:
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idSWFScriptVar& A()
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{
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return operator[]( Num() - 1 );
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}
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idSWFScriptVar& B()
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{
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return operator[]( Num() - 2 );
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}
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idSWFScriptVar& C()
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{
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return operator[]( Num() - 3 );
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}
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idSWFScriptVar& D()
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{
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return operator[]( Num() - 4 );
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}
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void Pop( int n )
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{
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SetNum( Num() - n );
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}
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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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{
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public:
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idSWFScriptFunction_Script() : refCount( 1 ), flags( 0 ), data( NULL ), length( 0 ), prototype( NULL ), defaultSprite( NULL )
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{
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registers.SetNum( 4 );
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}
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virtual ~idSWFScriptFunction_Script();
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static idSWFScriptFunction_Script* Alloc()
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{
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return new( TAG_SWF ) idSWFScriptFunction_Script;
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}
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void AddRef()
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{
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refCount++;
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}
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void Release()
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{
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if( --refCount == 0 )
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{
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delete this;
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}
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}
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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 )
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{
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flags = _flags;
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}
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void SetData( const byte* _data, uint32 _length )
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{
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data = _data;
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length = _length;
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}
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void SetScope( idList<idSWFScriptObject*>& scope );
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void SetConstants( const idSWFConstantPool& _constants )
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{
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constants.Copy( _constants );
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}
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void SetDefaultSprite( idSWFSpriteInstance* _sprite )
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{
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defaultSprite = _sprite;
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}
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void AllocRegisters( int numRegs )
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{
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registers.SetNum( numRegs );
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}
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void AllocParameters( int numParms )
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{
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parameters.SetNum( numParms );
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}
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void SetParameter( uint8 n, uint8 r, const char* name )
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{
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parameters[n].reg = r;
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parameters[n].name = name;
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}
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idSWFScriptObject* GetPrototype()
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{
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return prototype;
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}
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void SetPrototype( idSWFScriptObject* _prototype )
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{
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_prototype->AddRef();
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assert( prototype == NULL );
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prototype = _prototype;
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}
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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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{
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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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