2026-03-20 11:12:07 -07:00
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#pragma once
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#include <string>
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2026-03-20 11:23:38 -07:00
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#include <vector>
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2026-03-20 11:12:07 -07:00
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struct lua_State;
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namespace wowee::game { class GameHandler; }
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namespace wowee::addons {
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class LuaEngine {
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public:
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LuaEngine();
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~LuaEngine();
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LuaEngine(const LuaEngine&) = delete;
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LuaEngine& operator=(const LuaEngine&) = delete;
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bool initialize();
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void shutdown();
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bool executeFile(const std::string& path);
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bool executeString(const std::string& code);
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void setGameHandler(game::GameHandler* handler);
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// Fire a WoW event to all registered Lua handlers.
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void fireEvent(const std::string& eventName,
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const std::vector<std::string>& args = {});
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2026-03-20 11:40:58 -07:00
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// Try to dispatch a slash command via SlashCmdList. Returns true if handled.
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bool dispatchSlashCommand(const std::string& command, const std::string& args);
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2026-03-20 12:07:22 -07:00
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// Call OnUpdate scripts on all frames that have one.
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void dispatchOnUpdate(float elapsed);
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2026-03-20 12:22:50 -07:00
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// SavedVariables: load globals from file, save globals to file
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bool loadSavedVariables(const std::string& path);
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bool saveSavedVariables(const std::string& path, const std::vector<std::string>& varNames);
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2026-03-20 11:12:07 -07:00
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lua_State* getState() { return L_; }
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bool isInitialized() const { return L_ != nullptr; }
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private:
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lua_State* L_ = nullptr;
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game::GameHandler* gameHandler_ = nullptr;
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void registerCoreAPI();
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void registerEventAPI();
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};
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} // namespace wowee::addons
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