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62 lines
2.0 KiB
C++
62 lines
2.0 KiB
C++
#ifndef MWLUA_PLAYERSCRIPTS_H
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#define MWLUA_PLAYERSCRIPTS_H
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#include <SDL_events.h>
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#include <components/sdlutil/events.hpp>
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#include "../mwbase/luamanager.hpp"
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#include "inputprocessor.hpp"
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#include "localscripts.hpp"
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namespace MWLua
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{
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class PlayerScripts : public LocalScripts
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{
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public:
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PlayerScripts(LuaUtil::LuaState* lua, const LObject& obj)
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: LocalScripts(lua, obj)
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, mInputProcessor(this)
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{
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registerEngineHandlers({ &mConsoleCommandHandlers, &mOnFrameHandlers, &mQuestUpdate, &mUiModeChanged });
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}
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void processInputEvent(const MWBase::LuaManager::InputEvent& event)
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{
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mInputProcessor.processInputEvent(event);
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}
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void onFrame(float dt) { callEngineHandlers(mOnFrameHandlers, dt); }
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void onQuestUpdate(std::string_view questId, int stage) { callEngineHandlers(mQuestUpdate, questId, stage); }
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bool consoleCommand(
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const std::string& consoleMode, const std::string& command, const sol::object& selectedObject)
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{
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callEngineHandlers(mConsoleCommandHandlers, consoleMode, command, selectedObject);
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return !mConsoleCommandHandlers.mList.empty();
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}
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// `arg` is either forwarded from MWGui::pushGuiMode or empty
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void uiModeChanged(ObjectId arg, bool byLuaAction)
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{
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if (arg.isZeroOrUnset())
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callEngineHandlers(mUiModeChanged, byLuaAction);
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else
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callEngineHandlers(mUiModeChanged, byLuaAction, LObject(arg));
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}
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private:
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friend class MWLua::InputProcessor<PlayerScripts>;
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InputProcessor<PlayerScripts> mInputProcessor;
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EngineHandlerList mConsoleCommandHandlers{ "onConsoleCommand" };
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EngineHandlerList mOnFrameHandlers{ "onFrame" };
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EngineHandlerList mQuestUpdate{ "onQuestUpdate" };
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EngineHandlerList mUiModeChanged{ "_onUiModeChanged" };
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};
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}
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#endif // MWLUA_PLAYERSCRIPTS_H
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