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.
96 lines
2.7 KiB
C++
96 lines
2.7 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_LUA_API_IMAGE_H
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#define RME_LUA_API_IMAGE_H
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#include <sol/sol.hpp>
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#include <wx/image.h>
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#include <wx/bitmap.h>
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namespace LuaAPI {
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// LuaImage class for Lua scripting
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// Supports loading external images and game item sprites
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class LuaImage {
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public:
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// Default constructor (empty image)
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LuaImage();
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// Constructor from file path
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explicit LuaImage(const std::string &path);
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// Constructor from item sprite ID
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LuaImage(int spriteId, bool isItemSprite);
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// Copy constructor
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LuaImage(const LuaImage &other);
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// Copy assignment operator
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LuaImage &operator=(const LuaImage &other);
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~LuaImage();
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// Static factory methods for Lua
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static LuaImage loadFromFile(const std::string &path);
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static LuaImage loadFromItemSprite(int itemId);
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static LuaImage loadFromSprite(int spriteId);
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// Properties
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int getWidth() const;
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int getHeight() const;
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bool isValid() const;
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std::string getPath() const {
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return filePath;
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}
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int getSpriteId() const {
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return spriteId;
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}
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bool isSpriteSource() const {
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return spriteSource;
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}
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// Operations
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LuaImage resize(int width, int height, bool smooth = true) const;
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LuaImage scale(double factor, bool smooth = true) const;
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// Get the underlying wxImage (for internal use)
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const wxImage &getWxImage() const {
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return image;
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}
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wxBitmap getBitmap() const;
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wxBitmap getBitmap(int width, int height, bool smooth = true) const;
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// Equality comparison
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bool operator==(const LuaImage &other) const;
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private:
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wxImage image;
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std::string filePath;
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int spriteId = 0;
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bool spriteSource = false;
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// Load image from game sprite
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void loadFromSpriteId(int id);
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};
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// Register the Image usertype with Lua
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void registerImage(sol::state &lua);
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} // namespace LuaAPI
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#endif // RME_LUA_API_IMAGE_H
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