mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-03 20:03:50 +00:00
- Refactor Lua addon integration: - Update CMakeLists.txt for addon build paths - Enhance addons API headers and Lua engine interface - Add new Lua API addon modules (`lua_api_helpers`, `lua_api_registrations`, `lua_services`, `lua_action_api`, `lua_inventory_api`, `lua_quest_api`, `lua_social_api`, `lua_spell_api`, `lua_system_api`, `lua_unit_api`) - Update implementation in addon_manager.cpp, lua_engine.cpp, application.cpp, game_handler.cpp
67 lines
2 KiB
C++
67 lines
2 KiB
C++
#pragma once
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#include "addons/lua_services.hpp"
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#include <functional>
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#include <string>
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#include <vector>
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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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struct TocFile; // forward declaration
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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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void setLuaServices(const LuaServices& services);
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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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// 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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// Call OnUpdate scripts on all frames that have one.
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void dispatchOnUpdate(float elapsed);
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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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// Store addon info in registry for GetAddOnInfo/GetNumAddOns
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void setAddonList(const std::vector<TocFile>& addons);
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lua_State* getState() { return L_; }
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bool isInitialized() const { return L_ != nullptr; }
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// Optional callback for Lua errors (displayed as UI errors to the player)
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using LuaErrorCallback = std::function<void(const std::string&)>;
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void setLuaErrorCallback(LuaErrorCallback cb) { luaErrorCallback_ = std::move(cb); }
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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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LuaServices luaServices_;
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LuaErrorCallback luaErrorCallback_;
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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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