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