tibia-rme/source/lua/lua_engine.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

63 lines
1.8 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_ENGINE_H
#define RME_LUA_ENGINE_H
#include <string>
#include <functional>
#include <sol/sol.hpp>
class LuaEngine {
public:
using PrintCallback = std::function<void(const std::string &)>;
LuaEngine() = default;
~LuaEngine();
bool initialize();
void shutdown();
bool isInitialized() const {
return initialized;
}
void setPrintCallback(PrintCallback callback);
bool executeFile(const std::string &filepath);
bool executeString(const std::string &code, const std::string &chunkName = "chunk");
sol::state &getState() {
return lua;
}
std::string getLastError() const {
return lastError;
}
private:
sol::state lua;
bool initialized = false;
std::string lastError;
PrintCallback printCallback;
std::string currentScriptDir;
void handlePrint(sol::variadic_args va);
void setupSandbox();
void registerBaseLibraries();
std::string sanitizeScriptPath(const std::string &filename);
};
#endif // RME_LUA_ENGINE_H