#ifndef MWLUA_LUAMANAGERIMP_H #define MWLUA_LUAMANAGERIMP_H #include #include #include #include "../mwbase/luamanager.hpp" #include "actions.hpp" #include "object.hpp" #include "eventqueue.hpp" #include "globalscripts.hpp" #include "localscripts.hpp" #include "playerscripts.hpp" #include "worldview.hpp" namespace MWLua { class LuaManager : public MWBase::LuaManager { public: LuaManager(const VFS::Manager* vfs, const std::vector& globalScriptLists); // Called by engine.cpp when environment is fully initialized. void init(); // Called by engine.cpp every frame. For performance reasons it works in a separate // thread (in parallel with osg Cull). Can not use scene graph. void update(bool paused, float dt); // Called by engine.cpp from the main thread. Can use scene graph. void applyQueuedChanges(); // Available everywhere through the MWBase::LuaManager interface. // LuaManager queues these events and propagates to scripts on the next `update` call. void newGameStarted() override { mGlobalScripts.newGameStarted(); } void objectAddedToScene(const MWWorld::Ptr& ptr) override; void objectRemovedFromScene(const MWWorld::Ptr& ptr) override; void registerObject(const MWWorld::Ptr& ptr) override; void deregisterObject(const MWWorld::Ptr& ptr) override; void inputEvent(const InputEvent& event) override { mInputEvents.push_back(event); } void appliedToObject(const MWWorld::Ptr& toPtr, std::string_view recordId, const MWWorld::Ptr& fromPtr) override; MWBase::LuaManager::ActorControls* getActorControls(const MWWorld::Ptr&) const override; void clear() override; // should be called before loading game or starting a new game to reset internal state. void setupPlayer(const MWWorld::Ptr& ptr) override; // Should be called once after each "clear". // Used only in luabindings void addLocalScript(const MWWorld::Ptr&, const std::string& scriptPath); void addAction(std::unique_ptr&& action) { mActionQueue.push_back(std::move(action)); } void addTeleportPlayerAction(std::unique_ptr&& action) { mTeleportPlayerAction = std::move(action); } void addUIMessage(std::string_view message) { mUIMessages.emplace_back(message); } // Saving void write(ESM::ESMWriter& writer, Loading::Listener& progress) override; void saveLocalScripts(const MWWorld::Ptr& ptr, ESM::LuaScripts& data) override; // Loading from a save void readRecord(ESM::ESMReader& reader, uint32_t type) override; void loadLocalScripts(const MWWorld::Ptr& ptr, const ESM::LuaScripts& data) override; void setContentFileMapping(const std::map& mapping) override { mContentFileMapping = mapping; } // Drops script cache and reloads all scripts. Calls `onSave` and `onLoad` for every script. void reloadAllScripts() override; private: LocalScripts* createLocalScripts(const MWWorld::Ptr& ptr); bool mInitialized = false; LuaUtil::LuaState mLua; sol::table mNearbyPackage; sol::table mUserInterfacePackage; sol::table mCameraPackage; sol::table mInputPackage; sol::table mLocalSettingsPackage; sol::table mPlayerSettingsPackage; std::vector mGlobalScriptList; GlobalScripts mGlobalScripts{&mLua}; std::set mActiveLocalScripts; WorldView mWorldView; bool mPlayerChanged = false; MWWorld::Ptr mPlayer; GlobalEventQueue mGlobalEvents; LocalEventQueue mLocalEvents; std::unique_ptr mGlobalSerializer; std::unique_ptr mLocalSerializer; std::map mContentFileMapping; std::unique_ptr mGlobalLoader; std::unique_ptr mLocalLoader; std::vector mInputEvents; std::vector mActorAddedEvents; struct LocalEngineEvent { ObjectId mDest; LocalScripts::EngineEvent mEvent; }; std::vector mLocalEngineEvents; // Queued actions that should be done in main thread. Processed by applyQueuedChanges(). std::vector> mActionQueue; std::unique_ptr mTeleportPlayerAction; std::vector mUIMessages; }; } #endif // MWLUA_LUAMANAGERIMP_H