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