Angelscript/samples/game/source/scriptmgr.h

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2021-04-12 18:25:02 +00:00
#ifndef SCRIPTMGR_H
#define SCRIPTMGR_H
#include <string>
#include <vector>
#include <angelscript.h>
#include "../../../add_on/scripthandle/scripthandle.h"
class CGameObj;
class CScriptMgr
{
public:
CScriptMgr();
~CScriptMgr();
int Init();
asIScriptObject *CreateController(const std::string &type, CGameObj *obj);
void CallOnThink(asIScriptObject *object);
void CallOnMessage(asIScriptObject *object, CScriptHandle &msg, CGameObj *caller);
bool hasCompileErrors;
protected:
void MessageCallback(const asSMessageInfo &msg);
asIScriptContext *PrepareContextFromPool(asIScriptFunction *func);
void ReturnContextToPool(asIScriptContext *ctx);
int ExecuteCall(asIScriptContext *ctx);
struct SController
{
SController() : type(0), factoryFunc(0), onThinkMethod(0), onMessageMethod(0) {}
std::string module;
asITypeInfo *type;
asIScriptFunction *factoryFunc;
asIScriptFunction *onThinkMethod;
asIScriptFunction *onMessageMethod;
};
SController *GetControllerScript(const std::string &type);
asIScriptEngine *engine;
// Our pool of script contexts. This is used to avoid allocating
// the context objects all the time. The context objects are quite
// heavy weight and should be shared between function calls.
std::vector<asIScriptContext *> contexts;
// This is the cache of function ids etc that we use to avoid having
// to search for the function ids everytime we need to call a function.
// The search is quite time consuming and should only be done once.
std::vector<SController *> controllers;
};
extern CScriptMgr *scriptMgr;
#endif