tibia-rme/source/map_overlay.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

86 lines
2 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_MAP_OVERLAY_H
#define RME_MAP_OVERLAY_H
#include <cstdint>
#include <string>
#include <vector>
#include <wx/colour.h>
struct MapViewInfo {
int start_x = 0;
int start_y = 0;
int end_x = 0;
int end_y = 0;
int floor = 0;
float zoom = 1.0f;
int view_scroll_x = 0;
int view_scroll_y = 0;
int tile_size = 32;
int screen_width = 0;
int screen_height = 0;
};
struct MapOverlayCommand {
enum class Type {
Rect,
Line,
Text,
Sprite,
};
Type type = Type::Rect;
bool screen_space = false;
bool filled = true;
bool dashed = false;
int width = 1;
int x = 0;
int y = 0;
int z = 0;
int w = 0;
int h = 0;
int x2 = 0;
int y2 = 0;
int z2 = 0;
uint32_t sprite_id = 0;
std::string text;
wxColor color = wxColor(255, 255, 255, 255);
};
struct MapOverlayTooltip {
int x = 0;
int y = 0;
int z = 0;
std::string text;
wxColor color = wxColor(255, 255, 255, 255);
};
struct MapOverlayHoverState {
bool valid = false;
int x = 0;
int y = 0;
int z = 0;
std::vector<MapOverlayCommand> commands;
std::vector<MapOverlayTooltip> tooltips;
};
#endif // RME_MAP_OVERLAY_H