tibia-rme/source/lua/lua_api_selection.cpp
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

168 lines
4.7 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/>.
//////////////////////////////////////////////////////////////////////
#include "main.h"
#include "lua_api_selection.h"
#include "../selection.h"
#include "../tile.h"
#include "../position.h"
#include "../gui.h"
#include "../editor.h"
namespace LuaAPI {
// Helper to get the current selection
static Selection* getCurrentSelection() {
Editor* editor = g_gui.GetCurrentEditor();
if (!editor) {
return nullptr;
}
return &editor->getSelection();
}
// Get tiles as a Lua table
static sol::table getSelectionTiles(sol::this_state ts) {
sol::state_view lua(ts);
sol::table result = lua.create_table();
Selection* sel = getCurrentSelection();
if (!sel) {
return result;
}
int idx = 1;
for (Tile* tile : sel->getTiles()) {
if (tile) {
result[idx++] = tile;
}
}
return result;
}
// Get bounds as a table with min/max positions
static sol::table getSelectionBounds(sol::this_state ts) {
sol::state_view lua(ts);
sol::table result = lua.create_table();
Selection* sel = getCurrentSelection();
if (!sel || sel->empty()) {
return result;
}
result["min"] = sel->minPosition();
result["max"] = sel->maxPosition();
return result;
}
void registerSelection(sol::state &lua) {
// Register Selection usertype
lua.new_usertype<Selection>(
"Selection",
// No public constructor - selection is obtained from app.selection
sol::no_constructor,
// Properties
"isEmpty", sol::property([](Selection* sel) {
return sel == nullptr || sel->size() == 0;
}),
"size", sol::property([](Selection* sel) -> size_t {
return sel ? sel->size() : 0;
}),
"isBusy", sol::property([](Selection* sel) {
return sel && sel->isBusy();
}),
// Tiles collection (as a table)
"tiles", sol::property([](Selection* sel, sol::this_state ts) {
return getSelectionTiles(ts);
}),
// Bounds
"bounds", sol::property([](Selection* sel, sol::this_state ts) {
return getSelectionBounds(ts);
}),
"minPosition", sol::property([](Selection* sel) -> Position {
return sel ? sel->minPosition() : Position();
}),
"maxPosition", sol::property([](Selection* sel) -> Position {
return sel ? sel->maxPosition() : Position();
}),
// Methods
"start", [](Selection* sel) {
if (sel && !sel->isBusy()) {
sel->start(Selection::INTERNAL);
} },
"finish", [](Selection* sel) {
if (sel && sel->isBusy()) {
sel->finish(Selection::INTERNAL);
} },
"clear", [](Selection* sel) {
if (sel) {
bool managed = !sel->isBusy();
if (managed){ sel->start(Selection::INTERNAL);
}
sel->clear();
if (managed){ sel->finish(Selection::INTERNAL);
}
} },
"add", sol::overload([](Selection* sel, Tile* tile) {
if (sel && tile) {
bool managed = !sel->isBusy();
if (managed){ sel->start(Selection::INTERNAL);
}
sel->add(tile);
if (managed){ sel->finish(Selection::INTERNAL);
}
} }, [](Selection* sel, Tile* tile, Item* item) {
if (sel && tile && item) {
bool managed = !sel->isBusy();
if (managed){ sel->start(Selection::INTERNAL);
}
sel->add(tile, item);
if (managed){ sel->finish(Selection::INTERNAL);
}
} }),
"remove", sol::overload([](Selection* sel, Tile* tile) {
if (sel && tile) {
bool managed = !sel->isBusy();
if (managed){ sel->start(Selection::INTERNAL);
}
sel->remove(tile);
if (managed){ sel->finish(Selection::INTERNAL);
}
} }, [](Selection* sel, Tile* tile, Item* item) {
if (sel && tile && item) {
bool managed = !sel->isBusy();
if (managed){ sel->start(Selection::INTERNAL);
}
sel->remove(tile, item);
if (managed){ sel->finish(Selection::INTERNAL);
}
} }),
// String representation
sol::meta_function::to_string, [](Selection* sel) {
if (!sel){ return std::string("Selection(invalid)");
}
return "Selection(size=" + std::to_string(sel->size()) + ")"; }
);
}
} // namespace LuaAPI