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- /*
- ===========================================================================
- 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 <http://www.gnu.org/licenses/>.
- 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 ), prototype( NULL ), data( NULL ), length( 0 ), 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<idSWFScriptObject *> & 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__
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