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.
99 lines
2.9 KiB
C++
99 lines
2.9 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_SCRIPT_H
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#define RME_LUA_SCRIPT_H
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#include <string>
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// Represents a single Lua script (file or directory with manifest.json)
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class LuaScript {
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public:
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// Constructor for single .lua file
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explicit LuaScript(const std::string &filepath);
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// Constructor for directory with manifest.json
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LuaScript(const std::string &directory, bool isDirectory);
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~LuaScript() = default;
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// Script info
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const std::string &getFilePath() const {
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return filepath;
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}
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bool processMetadataTag(const std::string &comment, bool &foundName, std::ostringstream &descBuilder);
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const std::string &getDirectory() const {
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return directory;
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}
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const std::string &getFileName() const {
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return filename;
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}
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const std::string &getDisplayName() const {
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return displayName;
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}
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const std::string &getDescription() const {
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return description;
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}
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const std::string &getAuthor() const {
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return author;
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}
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const std::string &getVersion() const {
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return version;
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}
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const std::string &getShortcut() const {
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return shortcut;
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}
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bool shouldAutoRun() const {
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return autorun;
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}
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// Is this a directory-based script with manifest?
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bool isPackage() const {
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return isPackageScript;
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}
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// State
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bool isEnabled() const {
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return enabled;
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}
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void setEnabled(bool value) {
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enabled = value;
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}
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// Parse metadata from comments or manifest.json
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void parseMetadata();
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private:
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void parseMetadataFromComments();
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void parseMetadataFromManifest();
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std::string filepath; // Full path to the main .lua file
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std::string directory; // Directory containing the script (for packages)
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std::string filename; // Just the filename
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std::string displayName; // Display name (from metadata or filename)
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std::string description; // Description
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std::string author; // Author
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std::string version; // Version
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std::string shortcut; // Keyboard shortcut
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bool enabled = true;
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bool autorun = false;
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bool isPackageScript; // True if loaded from directory with manifest.json
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bool scanAutorunValue(const std::string &content) const;
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};
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#endif // RME_LUA_SCRIPT_H
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