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openmw-tes3mp/apps/openmw/mwscript/scriptmanagerimp.hpp

77 lines
2.1 KiB
C++

#ifndef GAME_SCRIPT_SCRIPTMANAGER_H
#define GAME_SCRIPT_SCRIPTMANAGER_H
#include <map>
#include <string>
#include <components/compiler/streamerrorhandler.hpp>
#include <components/compiler/fileparser.hpp>
#include <components/interpreter/interpreter.hpp>
#include <components/interpreter/types.hpp>
#include "../mwbase/scriptmanager.hpp"
#include "globalscripts.hpp"
namespace MWWorld
{
class ESMStore;
}
namespace Compiler
{
class Context;
}
namespace Interpreter
{
class Context;
class Interpreter;
}
namespace MWScript
{
class ScriptManager : public MWBase::ScriptManager
{
Compiler::StreamErrorHandler mErrorHandler;
const MWWorld::ESMStore& mStore;
Compiler::Context& mCompilerContext;
Compiler::FileParser mParser;
Interpreter::Interpreter mInterpreter;
bool mOpcodesInstalled;
typedef std::pair<std::vector<Interpreter::Type_Code>, Compiler::Locals> CompiledScript;
typedef std::map<std::string, CompiledScript> ScriptCollection;
ScriptCollection mScripts;
GlobalScripts mGlobalScripts;
std::map<std::string, Compiler::Locals> mOtherLocals;
std::vector<std::string> mScriptBlacklist;
public:
ScriptManager (const MWWorld::ESMStore& store,
Compiler::Context& compilerContext, int warningsMode,
const std::vector<std::string>& scriptBlacklist);
virtual void run (const std::string& name, Interpreter::Context& interpreterContext);
///< Run the script with the given name (compile first, if not compiled yet)
virtual bool compile (const std::string& name);
///< Compile script with the given namen
/// \return Success?
virtual std::pair<int, int> compileAll();
///< Compile all scripts
/// \return count, success
virtual const Compiler::Locals& getLocals (const std::string& name);
///< Return locals for script \a name.
virtual GlobalScripts& getGlobalScripts();
};
}
#endif