Kelsidavis-WoWee/include/addons/lua_engine.hpp

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#pragma once
#include <functional>
#include <string>
#include <vector>
struct lua_State;
namespace wowee::game { class GameHandler; }
namespace wowee::addons {
struct TocFile; // forward declaration
class LuaEngine {
public:
LuaEngine();
~LuaEngine();
LuaEngine(const LuaEngine&) = delete;
LuaEngine& operator=(const LuaEngine&) = delete;
bool initialize();
void shutdown();
bool executeFile(const std::string& path);
bool executeString(const std::string& code);
void setGameHandler(game::GameHandler* handler);
// Fire a WoW event to all registered Lua handlers.
void fireEvent(const std::string& eventName,
const std::vector<std::string>& args = {});
// Try to dispatch a slash command via SlashCmdList. Returns true if handled.
bool dispatchSlashCommand(const std::string& command, const std::string& args);
// Call OnUpdate scripts on all frames that have one.
void dispatchOnUpdate(float elapsed);
// SavedVariables: load globals from file, save globals to file
bool loadSavedVariables(const std::string& path);
bool saveSavedVariables(const std::string& path, const std::vector<std::string>& varNames);
// Store addon info in registry for GetAddOnInfo/GetNumAddOns
void setAddonList(const std::vector<TocFile>& addons);
lua_State* getState() { return L_; }
bool isInitialized() const { return L_ != nullptr; }
// Optional callback for Lua errors (displayed as UI errors to the player)
using LuaErrorCallback = std::function<void(const std::string&)>;
void setLuaErrorCallback(LuaErrorCallback cb) { luaErrorCallback_ = std::move(cb); }
private:
lua_State* L_ = nullptr;
game::GameHandler* gameHandler_ = nullptr;
LuaErrorCallback luaErrorCallback_;
void registerCoreAPI();
void registerEventAPI();
};
} // namespace wowee::addons