tibia-rme/source/lua/lua_api_image.h
Victor d05ba30ff8
feat: add Lua API modules and Script Manager UI (#161)
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.
2026-03-28 19:15:57 -03:00

96 lines
2.7 KiB
C++

//////////////////////////////////////////////////////////////////////
// This file is part of Remere's Map Editor
//////////////////////////////////////////////////////////////////////
// Remere's Map Editor 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.
//
// Remere's Map Editor 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 this program. If not, see <http://www.gnu.org/licenses/>.
//////////////////////////////////////////////////////////////////////
#ifndef RME_LUA_API_IMAGE_H
#define RME_LUA_API_IMAGE_H
#include <sol/sol.hpp>
#include <wx/image.h>
#include <wx/bitmap.h>
namespace LuaAPI {
// LuaImage class for Lua scripting
// Supports loading external images and game item sprites
class LuaImage {
public:
// Default constructor (empty image)
LuaImage();
// Constructor from file path
explicit LuaImage(const std::string &path);
// Constructor from item sprite ID
LuaImage(int spriteId, bool isItemSprite);
// Copy constructor
LuaImage(const LuaImage &other);
// Copy assignment operator
LuaImage &operator=(const LuaImage &other);
~LuaImage();
// Static factory methods for Lua
static LuaImage loadFromFile(const std::string &path);
static LuaImage loadFromItemSprite(int itemId);
static LuaImage loadFromSprite(int spriteId);
// Properties
int getWidth() const;
int getHeight() const;
bool isValid() const;
std::string getPath() const {
return filePath;
}
int getSpriteId() const {
return spriteId;
}
bool isSpriteSource() const {
return spriteSource;
}
// Operations
LuaImage resize(int width, int height, bool smooth = true) const;
LuaImage scale(double factor, bool smooth = true) const;
// Get the underlying wxImage (for internal use)
const wxImage &getWxImage() const {
return image;
}
wxBitmap getBitmap() const;
wxBitmap getBitmap(int width, int height, bool smooth = true) const;
// Equality comparison
bool operator==(const LuaImage &other) const;
private:
wxImage image;
std::string filePath;
int spriteId = 0;
bool spriteSource = false;
// Load image from game sprite
void loadFromSpriteId(int id);
};
// Register the Image usertype with Lua
void registerImage(sol::state &lua);
} // namespace LuaAPI
#endif // RME_LUA_API_IMAGE_H