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📄 oasisscriptinterpreter.h

📁 使用stl技术,(还没看,是听说的)
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/******************************************************************************
 * This source file is part of Bad Camel Gaming
 * Copyright (C) 2003  Zephie Greyvenstein
 * See Readme.html for acknowledgements
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library 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
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *****************************************************************************/

/******************************************************************************
 * FILENAME    : oasisResource.h
 * DESCRIPTION : The Scripting resource base class
 * AUTHOR      : Godot, Gaw
 *****************************************************************************/

/// Avoid double inclusion
#ifndef __SCRIPT_RESOURCE_H__
#define __SCRIPT_RESOURCE_H__

#include "oasisSystem.h"

namespace Oasis {
  /// The Scripting resource base class
  /** @remarks
        This file is mainly a guideline for you to follow when you decide to 
        extend your favorite scripting language into OASIS. 
        **/
  class _oasisExport scriptInterpreter {
  public:
    scriptInterpreter() {}
    virtual ~scriptInterpreter() {}
    /// This should open up a script file/execute it for you.
    virtual bool executeScript(string &name) = 0;
    /// This is a blunt "Execute the given string" function.  
    virtual void *executeString(string &command, uint8 &type) = 0;
    /// Most likened to killing the interpreter and reloading it.    
    virtual void reset() = 0;
      /* @remarks
      For the following two functions (convertFromC/convertToC), the needed 
        conversions are:
      '0' - NULL
      'b' - bool
      's' - char *
      'i' - int32
      'd' - int16
      'f' - real
      'r' - real
      'v' - vector(3-element array)
      'q' - quaternion(4-element array)
      'c' - character
      
      Probably should be implemented:
      'u' - uint16
      'w' - uint32
    
      Not to be implemented yet, but kinda want in that getting-happy-at the 
       supermarket sorta way:
      'h' - hash tables
      '((h)(r))' - notation describing hash & real contained in two tuples 
                   contained in another tuple...
      Error codes:
      '?' - Unknown data type (Restricted for now... don't worry about it.) */
    /// This is used when Scripted calls a function from C with multiple
    /// arguments.
    virtual void *convertFromC(void *cObject, uint8 type) = 0;
    /// This is used (for one) to convert return values from functions to C 
    /// data types.  Note the error convention is to pass back a '?' on unknown
    /// types, with the initial value pointer.  This will make it possible to 
    /// access the functions of class instances later.
    virtual void *convertToC(void *scriptObject, uint8 &type) = 0;

    /// Call a function inside of Scripted Language
    /// PENDING: How do we call functions in class instances?
    /// Type is the type returned (see above for details )
    virtual void *callFunction( string &name, string &types,
                                void ** arguments,
                                uint8 &returntype ) = 0;
  
    virtual void freeVariable( void *script_value ) = 0;

  };
};
#endif

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