2020-12-18 22:21:10 +00:00
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#ifndef MWLUA_GLOBALSCRIPTS_H
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#define MWLUA_GLOBALSCRIPTS_H
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#include <memory>
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#include <set>
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#include <string>
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#include <components/lua/luastate.hpp>
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#include <components/lua/scriptscontainer.hpp>
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#include "object.hpp"
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namespace MWLua
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{
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class GlobalScripts : public LuaUtil::ScriptsContainer
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{
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public:
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2022-05-20 19:47:13 +00:00
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GlobalScripts(LuaUtil::LuaState* lua)
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: LuaUtil::ScriptsContainer(lua, "Global")
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2020-12-18 22:21:10 +00:00
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{
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2022-05-20 19:27:21 +00:00
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registerEngineHandlers({ &mObjectActiveHandlers, &mActorActiveHandlers, &mItemActiveHandlers,
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&mNewGameHandlers, &mPlayerAddedHandlers });
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2020-12-18 22:21:10 +00:00
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}
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void newGameStarted() { callEngineHandlers(mNewGameHandlers); }
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2022-05-20 19:27:21 +00:00
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void objectActive(const GObject& obj) { callEngineHandlers(mObjectActiveHandlers, obj); }
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2020-12-18 22:21:10 +00:00
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void actorActive(const GObject& obj) { callEngineHandlers(mActorActiveHandlers, obj); }
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2022-05-20 19:27:21 +00:00
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void itemActive(const GObject& obj) { callEngineHandlers(mItemActiveHandlers, obj); }
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2020-12-18 22:21:10 +00:00
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void playerAdded(const GObject& obj) { callEngineHandlers(mPlayerAddedHandlers, obj); }
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private:
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2022-05-20 19:27:21 +00:00
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EngineHandlerList mObjectActiveHandlers{ "onObjectActive" };
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2020-12-18 22:21:10 +00:00
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EngineHandlerList mActorActiveHandlers{ "onActorActive" };
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2022-05-20 19:27:21 +00:00
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EngineHandlerList mItemActiveHandlers{ "onItemActive" };
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2020-12-18 22:21:10 +00:00
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EngineHandlerList mNewGameHandlers{ "onNewGame" };
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EngineHandlerList mPlayerAddedHandlers{ "onPlayerAdded" };
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};
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}
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#endif // MWLUA_GLOBALSCRIPTS_H
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