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145 lines
5.6 KiB
C++
145 lines
5.6 KiB
C++
#ifndef MWLUA_LUAMANAGERIMP_H
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#define MWLUA_LUAMANAGERIMP_H
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#include <map>
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#include <set>
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#include <components/lua/luastate.hpp>
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#include "../mwbase/luamanager.hpp"
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#include "actions.hpp"
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#include "object.hpp"
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#include "eventqueue.hpp"
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#include "globalscripts.hpp"
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#include "localscripts.hpp"
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#include "playerscripts.hpp"
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#include "worldview.hpp"
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namespace MWLua
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{
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class LuaManager : public MWBase::LuaManager
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{
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public:
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LuaManager(const VFS::Manager* vfs);
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// Called by engine.cpp when the environment is fully initialized.
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void init();
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// Called by engine.cpp every frame. For performance reasons it works in a separate
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// thread (in parallel with osg Cull). Can not use scene graph.
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void update(bool paused, float dt);
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// Called by engine.cpp from the main thread. Can use scene graph.
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void synchronizedUpdate(bool paused, float dt);
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// Available everywhere through the MWBase::LuaManager interface.
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// LuaManager queues these events and propagates to scripts on the next `update` call.
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void newGameStarted() override;
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void gameLoaded() override;
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void objectAddedToScene(const MWWorld::Ptr& ptr) override;
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void objectRemovedFromScene(const MWWorld::Ptr& ptr) override;
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void registerObject(const MWWorld::Ptr& ptr) override;
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void deregisterObject(const MWWorld::Ptr& ptr) override;
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void inputEvent(const InputEvent& event) override { mInputEvents.push_back(event); }
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void appliedToObject(const MWWorld::Ptr& toPtr, std::string_view recordId, const MWWorld::Ptr& fromPtr) override;
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MWBase::LuaManager::ActorControls* getActorControls(const MWWorld::Ptr&) const override;
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void clear() override; // should be called before loading game or starting a new game to reset internal state.
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void setupPlayer(const MWWorld::Ptr& ptr) override; // Should be called once after each "clear".
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// Used only in Lua bindings
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void addCustomLocalScript(const MWWorld::Ptr&, int scriptId);
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void addAction(std::unique_ptr<Action>&& action) { mActionQueue.push_back(std::move(action)); }
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void addTeleportPlayerAction(std::unique_ptr<TeleportAction>&& action) { mTeleportPlayerAction = std::move(action); }
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void addUIMessage(std::string_view message) { mUIMessages.emplace_back(message); }
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// Saving
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void write(ESM::ESMWriter& writer, Loading::Listener& progress) override;
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void saveLocalScripts(const MWWorld::Ptr& ptr, ESM::LuaScripts& data) override;
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// Loading from a save
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void readRecord(ESM::ESMReader& reader, uint32_t type) override;
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void loadLocalScripts(const MWWorld::Ptr& ptr, const ESM::LuaScripts& data) override;
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void setContentFileMapping(const std::map<int, int>& mapping) override { mContentFileMapping = mapping; }
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// Drops script cache and reloads all scripts. Calls `onSave` and `onLoad` for every script.
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void reloadAllScripts() override;
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// Used to call Lua callbacks from C++
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void queueCallback(LuaUtil::Callback callback, sol::object arg)
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{
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mQueuedCallbacks.push_back({std::move(callback), std::move(arg)});
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}
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// Wraps Lua callback into an std::function.
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// NOTE: Resulted function is not thread safe. Can not be used while LuaManager::update() or
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// any other Lua-related function is running.
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template <class Arg>
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std::function<void(Arg)> wrapLuaCallback(const LuaUtil::Callback& c)
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{
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return [this, c](Arg arg) { this->queueCallback(c, sol::make_object(c.mFunc.lua_state(), arg)); };
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}
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private:
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void initConfiguration();
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LocalScripts* createLocalScripts(const MWWorld::Ptr& ptr, ESM::LuaScriptCfg::Flags);
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bool mInitialized = false;
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bool mGlobalScriptsStarted = false;
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LuaUtil::ScriptsConfiguration mConfiguration;
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LuaUtil::LuaState mLua;
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sol::table mNearbyPackage;
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sol::table mUserInterfacePackage;
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sol::table mCameraPackage;
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sol::table mInputPackage;
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sol::table mLocalSettingsPackage;
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sol::table mPlayerSettingsPackage;
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GlobalScripts mGlobalScripts{&mLua};
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std::set<LocalScripts*> mActiveLocalScripts;
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WorldView mWorldView;
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bool mPlayerChanged = false;
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bool mNewGameStarted = false;
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MWWorld::Ptr mPlayer;
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GlobalEventQueue mGlobalEvents;
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LocalEventQueue mLocalEvents;
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std::unique_ptr<LuaUtil::UserdataSerializer> mGlobalSerializer;
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std::unique_ptr<LuaUtil::UserdataSerializer> mLocalSerializer;
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std::map<int, int> mContentFileMapping;
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std::unique_ptr<LuaUtil::UserdataSerializer> mGlobalLoader;
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std::unique_ptr<LuaUtil::UserdataSerializer> mLocalLoader;
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std::vector<MWBase::LuaManager::InputEvent> mInputEvents;
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std::vector<ObjectId> mActorAddedEvents;
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struct CallbackWithData
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{
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LuaUtil::Callback mCallback;
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sol::object mArg;
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};
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std::vector<CallbackWithData> mQueuedCallbacks;
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struct LocalEngineEvent
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{
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ObjectId mDest;
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LocalScripts::EngineEvent mEvent;
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};
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std::vector<LocalEngineEvent> mLocalEngineEvents;
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// Queued actions that should be done in main thread. Processed by applyQueuedChanges().
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std::vector<std::unique_ptr<Action>> mActionQueue;
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std::unique_ptr<TeleportAction> mTeleportPlayerAction;
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std::vector<std::string> mUIMessages;
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};
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}
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#endif // MWLUA_LUAMANAGERIMP_H
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