tibia-rme/source/lua/lua_scripts_window.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

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