#ifndef GAME_MWBASE_LUAMANAGER_H #define GAME_MWBASE_LUAMANAGER_H #include #include #include #include #include namespace MWWorld { class Ptr; } namespace Loading { class Listener; } namespace ESM { class ESMReader; class ESMWriter; struct LuaScripts; } namespace MWBase { class LuaManager { public: virtual ~LuaManager() = default; virtual void newGameStarted() = 0; virtual void gameLoaded() = 0; virtual void objectAddedToScene(const MWWorld::Ptr& ptr) = 0; virtual void objectRemovedFromScene(const MWWorld::Ptr& ptr) = 0; virtual void itemConsumed(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) = 0; virtual void objectActivated(const MWWorld::Ptr& object, const MWWorld::Ptr& actor) = 0; // TODO: notify LuaManager about other events // virtual void objectOnHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, // const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) = 0; struct InputEvent { enum { KeyPressed, KeyReleased, ControllerPressed, ControllerReleased, Action, TouchPressed, TouchReleased, TouchMoved, } mType; std::variant mValue; }; virtual void inputEvent(const InputEvent& event) = 0; struct ActorControls { bool mDisableAI = false; bool mChanged = false; bool mJump = false; bool mRun = false; bool mSneak = false; float mMovement = 0; float mSideMovement = 0; float mPitchChange = 0; float mYawChange = 0; int mUse = 0; }; virtual ActorControls* getActorControls(const MWWorld::Ptr&) const = 0; virtual void clear() = 0; virtual void setupPlayer(const MWWorld::Ptr&) = 0; // Saving int countSavedGameRecords() const { return 1; } virtual void write(ESM::ESMWriter& writer, Loading::Listener& progress) = 0; virtual void saveLocalScripts(const MWWorld::Ptr& ptr, ESM::LuaScripts& data) = 0; // Loading from a save virtual void readRecord(ESM::ESMReader& reader, uint32_t type) = 0; virtual void loadLocalScripts(const MWWorld::Ptr& ptr, const ESM::LuaScripts& data) = 0; // Should be called before loading. The map is used to fix refnums if the order of content files was changed. virtual void setContentFileMapping(const std::map&) = 0; // Drops script cache and reloads all scripts. Calls `onSave` and `onLoad` for every script. virtual void reloadAllScripts() = 0; virtual void handleConsoleCommand( const std::string& consoleMode, const std::string& command, const MWWorld::Ptr& selectedPtr) = 0; virtual std::string formatResourceUsageStats() const = 0; }; } #endif // GAME_MWBASE_LUAMANAGER_H