mirror of
https://github.com/opentibiabr/remeres-map-editor
synced 2026-08-15 18:26:04 -04:00
This commit adds the full Lua scripting API and integrates the Script Manager into the application. It builds on top of the scripting engine introduced in #158, exposing all the API modules that Lua scripts can use and making everything accessible from the UI. Changes: - Added all Lua API modules: map, tile, item, brush, image, position, selection, creature, color, app, dialog, noise, algo, geo, json, http. - Added map overlay system for scripts to draw on the map view. - Added event system, context menu registration, persistent storage, and transaction support with undo/redo. - Added support for package scripts (directory with manifest.lua) and script metadata tags. - Added Scripts menu to the menubar with per-script execution and reload. - Connected the Script Manager window to the UI. - Added missing build dependencies and fixed MSVC compilation errors. Notes: - Build dependencies were added for HTTP and noise generation support. - Some code was adjusted to compile correctly on MSVC.
198 lines
6 KiB
C++
198 lines
6 KiB
C++
//////////////////////////////////////////////////////////////////////
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// This file is part of Remere's Map Editor
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//////////////////////////////////////////////////////////////////////
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// Remere's Map Editor is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Remere's Map Editor is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//////////////////////////////////////////////////////////////////////
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#ifndef RME_EDITOR_H
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#define RME_EDITOR_H
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#include "item.h"
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#include "tile.h"
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#include "iomap.h"
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#include "map.h"
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#include "action.h"
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#include "selection.h"
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class BaseMap;
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class CopyBuffer;
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class LiveClient;
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class LiveServer;
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class LiveSocket;
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class Editor {
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public:
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Editor(CopyBuffer ©buffer, LiveClient* client);
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Editor(CopyBuffer ©buffer, const FileName &fn);
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Editor(CopyBuffer ©buffer);
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~Editor();
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protected:
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// Live Server
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LiveServer* live_server;
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LiveClient* live_client;
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public:
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// Public members
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CopyBuffer ©buffer;
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GroundBrush* replace_brush;
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public: // Functions
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// Live Server handling
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LiveClient* GetLiveClient() const;
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LiveServer* GetLiveServer() const;
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LiveSocket &GetLive() const;
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bool CanEdit() const noexcept {
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return true;
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}
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bool IsLocal() const;
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bool IsLive() const;
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bool IsLiveServer() const;
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bool IsLiveClient() const;
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// Server side
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LiveServer* StartLiveServer();
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void CloseLiveServer();
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void BroadcastNodes(DirtyList &dirty_list);
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// Client side
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void QueryNode(int ndx, int ndy, bool underground);
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void SendNodeRequests();
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bool hasChanges() const;
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void clearChanges();
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// Map handling
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void saveMap(FileName filename, bool showdialog); // "" means default filename
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Map &getMap() noexcept {
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return map;
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}
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const Map &getMap() const noexcept {
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return map;
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}
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uint16_t getMapWidth() const noexcept {
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return map.width;
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}
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uint16_t getMapHeight() const noexcept {
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return map.height;
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}
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wxString getLoaderError() const {
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return map.getError();
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}
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bool importMap(FileName filename, int import_x_offset, int import_y_offset, int import_z_offset, ImportType house_import_type, ImportType spawn_import_type, ImportType spawn_npc_import_type);
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bool importMiniMap(FileName filename, int import, int import_x_offset, int import_y_offset, int import_z_offset);
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ActionQueue* getHistoryActions() const noexcept {
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return actionQueue;
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}
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Action* createAction(ActionIdentifier type);
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Action* createAction(BatchAction* parent);
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BatchAction* createBatch(ActionIdentifier type);
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void addBatch(BatchAction* action, int stacking_delay = 0);
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void addAction(Action* action, int stacking_delay = 0);
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bool canUndo() const;
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bool canRedo() const;
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void undo(int indexes = 1);
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void redo(int indexes = 1);
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void updateActions();
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void resetActionsTimer();
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void clearActions();
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ActionQueue* getActionQueue() const noexcept {
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return actionQueue;
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}
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// Selection
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Selection &getSelection() noexcept {
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return selection;
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}
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const Selection &getSelection() const noexcept {
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return selection;
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}
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bool hasSelection() const noexcept {
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return selection.size() != 0;
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}
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// Some simple actions that work on the map (these will work through the undo queue)
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// Moves the selected area by the offset
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void moveSelection(const Position &offset);
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// Deletes all selected items
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void destroySelection();
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// Borderizes the selected region
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void borderizeSelection();
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// Randomizes the ground in the selected region
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void randomizeSelection();
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// Same as above although it applies to the entire map
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// action queue is flushed when these functions are called
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// showdialog is whether a progress bar should be shown
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void borderizeMap(bool showdialog);
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void randomizeMap(bool showdialog);
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void clearInvalidHouseTiles(bool showdialog);
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void clearModifiedTileState(bool showdialog);
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// Draw using the current brush to the target position
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// alt is whether the ALT key is pressed
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void draw(const Position &offset, bool alt);
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void undraw(const Position &offset, bool alt);
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void draw(const PositionVector &posvec, bool alt);
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void draw(const PositionVector &todraw, PositionVector &toborder, bool alt);
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void undraw(const PositionVector &posvec, bool alt);
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void undraw(const PositionVector &todraw, PositionVector &toborder, bool alt);
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void ensureBackupDirectoryExists(const std::string &backup_path);
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void deleteOldBackups(const std::string &backup_path);
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protected:
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void drawInternal(const Position offset, bool alt, bool dodraw);
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void drawInternal(const PositionVector &posvec, bool alt, bool dodraw);
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void drawInternal(const PositionVector &todraw, PositionVector &toborder, bool alt, bool dodraw);
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Editor(const Editor &);
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Editor &operator=(const Editor &);
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private:
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friend class MapCanvas;
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Map map;
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Selection selection;
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ActionQueue* actionQueue;
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};
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inline void Editor::draw(const Position &offset, bool alt) {
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drawInternal(offset, alt, true);
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}
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inline void Editor::undraw(const Position &offset, bool alt) {
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drawInternal(offset, alt, false);
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}
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inline void Editor::draw(const PositionVector &posvec, bool alt) {
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drawInternal(posvec, alt, true);
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}
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inline void Editor::draw(const PositionVector &todraw, PositionVector &toborder, bool alt) {
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drawInternal(todraw, toborder, alt, true);
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}
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inline void Editor::undraw(const PositionVector &posvec, bool alt) {
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drawInternal(posvec, alt, false);
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}
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inline void Editor::undraw(const PositionVector &todraw, PositionVector &toborder, bool alt) {
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drawInternal(todraw, toborder, alt, false);
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}
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inline void Editor::ensureBackupDirectoryExists(const std::string &backup_path) {
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if (!std::filesystem::exists(backup_path)) {
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std::filesystem::create_directory(backup_path);
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}
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}
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#endif
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