mirror of
https://github.com/opentibiabr/remeres-map-editor
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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.
75 lines
2.3 KiB
C++
75 lines
2.3 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_SCRIPTS_WINDOW_H
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#define RME_LUA_SCRIPTS_WINDOW_H
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#include <wx/listctrl.h>
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#include <wx/textctrl.h>
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class LuaScriptsWindow : public wxPanel {
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public:
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explicit LuaScriptsWindow(wxWindow* parent);
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virtual ~LuaScriptsWindow();
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// Refresh the script list from LuaScriptManager
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void RefreshScriptList();
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// Log a message to the console
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void LogMessage(const wxString &message, bool isError = false);
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// Clear the console
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void ClearConsole();
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// Get singleton instance (created by application)
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static LuaScriptsWindow* Get() {
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return instance;
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}
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static void SetInstance(LuaScriptsWindow* win) {
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instance = win;
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}
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protected:
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// Event handlers
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void OnScriptActivated(wxListEvent &event);
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void OnScriptSelected(wxListEvent &event);
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void OnReloadScripts(wxCommandEvent &event);
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void OnOpenFolder(wxCommandEvent &event);
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void OnClearConsole(wxCommandEvent &event);
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void OnRunScript(wxCommandEvent &event);
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void OnScriptCheckToggle(wxListEvent &event);
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// Build the UI
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void BuildUI();
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// Update script enable state in list
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void UpdateScriptState(long index);
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private:
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wxListCtrl* script_list = nullptr;
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wxTextCtrl* console_output = nullptr;
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wxButton* reload_button = nullptr;
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wxButton* open_folder_button = nullptr;
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wxButton* clear_console_button = nullptr;
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wxButton* run_script_button = nullptr;
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static LuaScriptsWindow* instance;
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DECLARE_EVENT_TABLE()
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};
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#endif // RME_LUA_SCRIPTS_WINDOW_H
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