tibia-rme/source/lua/lua_script.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

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