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openmw/files/data/scripts/omw/console/menu.lua

117 lines
3.6 KiB
Lua

local menu = require('openmw.menu')
local ui = require('openmw.ui')
local util = require('openmw.util')
local menuModeName = 'Lua[Menu]'
local function printHelp()
local msg = [[
This is the built-in Lua interpreter.
help() - print this message
exit() - exit Lua mode
view(_G) - print content of the table `_G` (current environment)
standard libraries (math, string, etc.) are loaded by default but not visible in `_G`
view(menu, 2) - print table `menu` (i.e. `openmw.menu`) and its subtables (2 - traversal depth)]]
ui.printToConsole(msg, ui.CONSOLE_COLOR.Info)
end
local function printToConsole(...)
local strs = {}
for i = 1, select('#', ...) do
strs[i] = tostring(select(i, ...))
end
return ui.printToConsole(table.concat(strs, '\t'), ui.CONSOLE_COLOR.Info)
end
local function printRes(...)
if select('#', ...) >= 0 then
printToConsole(...)
end
end
local function exitLuaMenuMode()
ui.setConsoleMode('')
ui.printToConsole('Lua mode OFF', ui.CONSOLE_COLOR.Success)
end
local function enterLuaMenuMode()
ui.printToConsole('Lua mode ON, use exit() to return, help() for more info', ui.CONSOLE_COLOR.Success)
ui.printToConsole('Context: Menu', ui.CONSOLE_COLOR.Success)
ui.setConsoleMode(menuModeName)
end
local env = {
I = require('openmw.interfaces'),
menu = require('openmw.menu'),
util = require('openmw.util'),
core = require('openmw.core'),
storage = require('openmw.storage'),
vfs = require('openmw.vfs'),
markup = require('openmw.markup'),
ambient = require('openmw.ambient'),
async = require('openmw.async'),
ui = require('openmw.ui'),
input = require('openmw.input'),
aux_util = require('openmw_aux.util'),
view = require('openmw_aux.util').deepToString,
print = printToConsole,
exit = exitLuaMenuMode,
help = printHelp,
}
env._G = env
setmetatable(env, {__index = _G, __metatable = false})
_G = nil
local function executeLuaCode(code)
local fn
local ok, err = pcall(function() fn = util.loadCode('return ' .. code, env) end)
if ok then
ok, err = pcall(function() printRes(fn()) end)
else
ok, err = pcall(function() util.loadCode(code, env)() end)
end
if not ok then
ui.printToConsole(err, ui.CONSOLE_COLOR.Error)
end
end
local usageInfo = [[
Usage: 'lua menu' or 'luam' - enter menu context
Other contexts are available only when the game is started:
'lua player' or 'luap' - enter player context
'lua global' or 'luag' - enter global context
'lua selected' or 'luas' - enter local context on the selected object]]
local function onConsoleCommand(mode, cmd)
if mode == '' then
cmd, arg = cmd:lower():match('(%w+) *(%w*)')
if (cmd == 'lua' and arg == 'menu') or cmd == 'luam' then
enterLuaMenuMode()
elseif menu.getState() == menu.STATE.NoGame and (cmd == 'lua' or cmd == 'luap' or cmd == 'luas' or cmd == 'luag') then
ui.printToConsole(usageInfo, ui.CONSOLE_COLOR.Info)
end
elseif mode == menuModeName then
if cmd == 'exit()' then
exitLuaMenuMode()
else
executeLuaCode(cmd)
end
end
end
local function onStateChanged()
local mode = ui.getConsoleMode()
if menu.getState() ~= menu.STATE.Ended and mode ~= menuModeName then
-- When a new game started or loaded reset console mode (except of `luam`) because
-- other modes become invalid after restarting Lua scripts.
ui.setConsoleMode('')
end
end
return {
engineHandlers = {
onConsoleCommand = onConsoleCommand,
onStateChanged = onStateChanged,
},
}