feat(lua): expose the self class and add new menu events (#2656)

This commit is contained in:
Arthur 2024-01-28 17:18:44 +03:00 committed by GitHub
parent 49d31f8799
commit 2e63940b77
8 changed files with 109 additions and 3 deletions

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@ -2,7 +2,7 @@
Table containing all possible events to which you can respond. Table containing all possible events to which you can respond.
## Fields (6) ## Fields (8)
### `PlayerLeave` ### `PlayerLeave`
@ -79,3 +79,27 @@ end)
- Type: `integer` - Type: `integer`
### `MenuUnloaded`
Event that is triggered when we unload YimMenu.
**Example Usage:**
```lua
event.register_handler(menu_event.MenuUnloaded, function ()
log.info("Menu unloaded.")
end)
```
- Type: `integer`
### `ScriptsReloaded`
Event that is triggered when we reload the Lua scripts.
**Example Usage:**
```lua
event.register_handler(menu_event.ScriptsReloaded, function ()
log.info("Scripts reloaded.")
end)
```
- Type: `integer`

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@ -8,4 +8,6 @@ enum class menu_event
PlayerMgrShutdown, PlayerMgrShutdown,
ChatMessageReceived, ChatMessageReceived,
ScriptedGameEventReceived, ScriptedGameEventReceived,
MenuUnloaded,
ScriptsReloaded,
}; };

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@ -80,6 +80,28 @@ namespace lua::event
// end) // end)
// ``` // ```
// Lua API: Field
// Table: menu_event
// Field: MenuUnloaded: integer
// Event that is triggered when we unload YimMenu.
// **Example Usage:**
// ```lua
// event.register_handler(menu_event.MenuUnloaded, function ()
// log.info("Menu unloaded.")
// end)
// ```
// Lua API: Field
// Table: menu_event
// Field: ScriptsReloaded: integer
// Event that is triggered when we reload the Lua scripts.
// **Example Usage:**
// ```lua
// event.register_handler(menu_event.ScriptsReloaded, function ()
// log.info("Scripts reloaded.")
// end)
// ```
// Lua API: Table // Lua API: Table
// Name: event // Name: event
// Table for responding to various events. The list of events is available in the menu_event table. // Table for responding to various events. The list of events is available in the menu_event table.
@ -107,6 +129,8 @@ namespace lua::event
{"PlayerMgrShutdown", menu_event::PlayerMgrShutdown}, {"PlayerMgrShutdown", menu_event::PlayerMgrShutdown},
{"ChatMessageReceived", menu_event::ChatMessageReceived}, {"ChatMessageReceived", menu_event::ChatMessageReceived},
{"ScriptedGameEventReceived", menu_event::ScriptedGameEventReceived}, {"ScriptedGameEventReceived", menu_event::ScriptedGameEventReceived},
{"MenuUnloaded", menu_event::MenuUnloaded},
{"ScriptsReloaded", menu_event::ScriptsReloaded},
}); });

43
src/lua/bindings/self.cpp Normal file
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@ -0,0 +1,43 @@
#pragma once
#include "self.hpp"
namespace lua_self = self;
namespace lua::self
{
static Ped get_ped()
{
return lua_self::ped;
}
static Player get_id()
{
return lua_self::id;
}
static Vector3 get_pos()
{
return lua_self::pos;
}
static Vector3 get_rot()
{
return lua_self::rot;
}
static Vehicle get_veh()
{
return lua_self::veh;
}
void bind(sol::state& state)
{
auto ns = state["self"].get_or_create<sol::table>();
ns["get_ped"] = get_ped;
ns["get_id"] = get_id;
ns["get_pos"] = get_pos;
ns["get_rot"] = get_rot;
ns["get_veh"] = get_veh;
}
}

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@ -0,0 +1,6 @@
#pragma once
namespace lua::self
{
void bind(sol::state& state);
}

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@ -13,6 +13,7 @@
#include "bindings/native.hpp" #include "bindings/native.hpp"
#include "bindings/network.hpp" #include "bindings/network.hpp"
#include "bindings/script.hpp" #include "bindings/script.hpp"
#include "bindings/self.hpp"
#include "bindings/stats.hpp" #include "bindings/stats.hpp"
#include "bindings/tunables.hpp" #include "bindings/tunables.hpp"
#include "bindings/vector.hpp" #include "bindings/vector.hpp"
@ -283,6 +284,7 @@ namespace big
lua::global_table::bind(m_state); lua::global_table::bind(m_state);
lua::imgui::bind(m_state, m_state.globals()); lua::imgui::bind(m_state, m_state.globals());
lua::entities::bind(m_state); lua::entities::bind(m_state);
lua::self::bind(m_state);
lua::stats::bind(m_state); lua::stats::bind(m_state);
lua::weapons::bind(m_state); lua::weapons::bind(m_state);
lua::vehicles::bind(m_state); lua::vehicles::bind(m_state);

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@ -31,6 +31,7 @@ namespace big
// empty the pool, we want the that job below run no matter what for clean up purposes. // empty the pool, we want the that job below run no matter what for clean up purposes.
g_fiber_pool->reset(); g_fiber_pool->reset();
g_fiber_pool->queue_job([] { g_fiber_pool->queue_job([] {
g_lua_manager->trigger_event<menu_event::MenuUnloaded>();
for (auto& command : g_looped_commands) for (auto& command : g_looped_commands)
if (command->is_enabled()) if (command->is_enabled())
command->on_disable(); command->on_disable();
@ -40,6 +41,7 @@ namespace big
} }
else else
{ {
g_lua_manager->trigger_event<menu_event::MenuUnloaded>();
g_running = false; g_running = false;
} }
} }

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@ -16,8 +16,11 @@ namespace big
if (components::button("VIEW_LUA_SCRIPTS_RELOAD_ALL"_T)) if (components::button("VIEW_LUA_SCRIPTS_RELOAD_ALL"_T))
{ {
g_lua_manager->unload_all_modules(); g_fiber_pool->queue_job([] {
g_lua_manager->load_all_modules(); g_lua_manager->trigger_event<menu_event::ScriptsReloaded>();
g_lua_manager->unload_all_modules();
g_lua_manager->load_all_modules();
});
} }
ImGui::SameLine(); ImGui::SameLine();
ImGui::Checkbox("VIEW_LUA_SCRIPTS_AUTO_RELOAD_CHANGED_SCRIPTS"_T.data(), &g.lua.enable_auto_reload_changed_scripts); ImGui::Checkbox("VIEW_LUA_SCRIPTS_AUTO_RELOAD_CHANGED_SCRIPTS"_T.data(), &g.lua.enable_auto_reload_changed_scripts);