forked from Mirrors/openclonk
Move C4AulFunc to its own header file
This is necessary since C4Value.h will call a function from C4AulFunc.
parent
8091dff419
commit
1e7f32af48
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@ -529,6 +529,7 @@ set(OC_CLONK_SOURCES
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src/script/C4AulDefFunc.h
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src/script/C4AulExec.cpp
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src/script/C4AulExec.h
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src/script/C4AulFunc.h
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src/script/C4Aul.h
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src/script/C4AulLink.cpp
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src/script/C4AulParse.cpp
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@ -517,6 +517,7 @@ src/script/C4AulDebug.h \
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src/script/C4AulDefFunc.h \
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src/script/C4AulExec.cpp \
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src/script/C4AulExec.h \
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src/script/C4AulFunc.h \
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src/script/C4Aul.h \
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src/script/C4AulLink.cpp \
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src/script/C4AulParse.cpp \
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@ -29,12 +29,12 @@
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#include <C4Id.h>
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#include <C4Script.h>
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#include <C4StringTable.h>
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#include "C4AulFunc.h"
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#include <string>
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#include <vector>
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// consts
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#define C4AUL_MAX_Identifier 100 // max length of function identifiers
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#define C4AUL_MAX_Par 10 // max number of parameters
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// generic C4Aul error class
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class C4AulError
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@ -205,44 +205,6 @@ struct C4AulScriptContext : public C4AulContext
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StdStrBuf ReturnDump(StdStrBuf Dump = StdStrBuf(""));
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};
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// base function class
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class C4AulFunc
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{
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friend class C4AulScript;
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friend class C4AulScriptEngine;
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friend class C4AulFuncMap;
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friend class C4AulParseState;
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friend class C4ScriptHost;
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public:
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C4AulFunc(C4AulScript *pOwner, const char *pName);
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virtual ~C4AulFunc(); // destructor
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C4AulScript *Owner; // owner
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const char * GetName() const { return Name ? Name->GetCStr() : 0; }
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virtual StdStrBuf GetFullName(); // get a fully classified name (C4ID::Name) for debug output
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protected:
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C4RefCntPointer<C4String> Name; // function name
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C4AulFunc *Prev, *Next; // linked list members
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C4AulFunc *MapNext; // map member
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void AppendToScript(C4AulScript *);
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public:
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C4AulFunc *OverloadedBy; // function by which this one is overloaded
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virtual C4AulScriptFunc *SFunc() { return NULL; } // type check func...
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// Wether this function should be visible to players
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virtual bool GetPublic() { return false; }
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virtual int GetParCount() { return C4AUL_MAX_Par; }
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virtual C4V_Type* GetParType() { return 0; }
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virtual C4V_Type GetRetType() { return C4V_Any; }
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virtual C4Value Exec(C4AulContext *pCallerCtx, C4Value pPars[], bool fPassErrors=false) { return C4Value(); } // execute func (script call)
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virtual C4Value Exec(C4PropList * p = NULL, C4AulParSet *pPars = NULL, bool fPassErrors=false); // execute func (engine call)
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virtual void UnLink() { OverloadedBy = NULL; }
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};
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// script function class
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class C4AulScriptFunc : public C4AulFunc
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{
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@ -0,0 +1,68 @@
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/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2001 Sven Eberhardt
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* Copyright (c) 2004 Peter Wortmann
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* Copyright (c) 2006-2008, 2011-2012 Günther Brammer
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
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*
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* Portions might be copyrighted by other authors who have contributed
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* to OpenClonk.
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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* See isc_license.txt for full license and disclaimer.
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*
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* "Clonk" is a registered trademark of Matthes Bender.
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* See clonk_trademark_license.txt for full license.
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*/
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#ifndef INC_C4AulFunc
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#define INC_C4AulFunc
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#include <C4StringTable.h>
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#define C4AUL_MAX_Par 10 // max number of parameters
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// base function class
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class C4AulFunc
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{
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friend class C4AulScript;
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friend class C4AulScriptEngine;
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friend class C4AulFuncMap;
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friend class C4AulParseState;
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friend class C4ScriptHost;
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public:
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C4AulFunc(C4AulScript *pOwner, const char *pName);
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virtual ~C4AulFunc(); // destructor
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C4AulScript *Owner; // owner
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const char * GetName() const { return Name ? Name->GetCStr() : 0; }
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virtual StdStrBuf GetFullName(); // get a fully classified name (C4ID::Name) for debug output
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protected:
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C4RefCntPointer<C4String> Name; // function name
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C4AulFunc *Prev, *Next; // linked list members
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C4AulFunc *MapNext; // map member
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void AppendToScript(C4AulScript *);
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public:
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C4AulFunc *OverloadedBy; // function by which this one is overloaded
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virtual C4AulScriptFunc *SFunc() { return NULL; } // type check func...
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// Wether this function should be visible to players
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virtual bool GetPublic() { return false; }
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virtual int GetParCount() { return C4AUL_MAX_Par; }
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virtual C4V_Type* GetParType() { return 0; }
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virtual C4V_Type GetRetType() { return C4V_Any; }
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virtual C4Value Exec(C4AulContext *pCallerCtx, C4Value pPars[], bool fPassErrors=false) { return C4Value(); } // execute func (script call)
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virtual C4Value Exec(C4PropList * p = NULL, C4AulParSet *pPars = NULL, bool fPassErrors=false); // execute func (engine call)
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virtual void UnLink() { OverloadedBy = NULL; }
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};
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#endif
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