1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-09 21:42:13 +00:00
OpenMW/apps/openmw/mwbase/luamanager.hpp

86 lines
2.7 KiB
C++

#ifndef GAME_MWBASE_LUAMANAGER_H
#define GAME_MWBASE_LUAMANAGER_H
#include <variant>
#include <SDL_events.h>
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 registerObject(const MWWorld::Ptr& ptr) = 0;
virtual void deregisterObject(const MWWorld::Ptr& ptr) = 0;
virtual void objectAddedToScene(const MWWorld::Ptr& ptr) = 0;
virtual void objectRemovedFromScene(const MWWorld::Ptr& ptr) = 0;
virtual void appliedToObject(const MWWorld::Ptr& toPtr, std::string_view recordId, const MWWorld::Ptr& fromPtr) = 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} mType;
std::variant<SDL_Keysym, int> mValue;
};
virtual void inputEvent(const InputEvent& event) = 0;
struct ActorControls
{
bool mDisableAI = false;
bool mChanged = false;
bool mJump = false;
bool mRun = false;
float mMovement = 0;
float mSideMovement = 0;
float mTurn = 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<int, int>&) = 0;
// Drops script cache and reloads all scripts. Calls `onSave` and `onLoad` for every script.
virtual void reloadAllScripts() = 0;
};
}
#endif // GAME_MWBASE_LUAMANAGER_H