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#pragma once
#include <vector>
#include <string>
#include <map>
struct lua_State;
class cPlugin;
class cPlayer;
class cLuaCommandBinder
{
public:
cLuaCommandBinder();
~cLuaCommandBinder();
bool HandleCommand( const std::string & a_Command, cPlayer* a_Player );
bool BindCommand( const std::string & a_Command, const std::string & a_Permission, cPlugin* a_Plugin, lua_State * a_LuaState, int a_FunctionReference );
void ClearBindings();
void RemoveBindingsForPlugin( cPlugin* a_Plugin );
private:
struct BoundFunction
{
BoundFunction() : Plugin( 0 ), LuaState( 0 ), Reference( 0 ) {}
BoundFunction( cPlugin* a_Plugin, lua_State * a_LuaState, int a_Reference, const std::string & a_Permission ) : Plugin( a_Plugin ), LuaState( a_LuaState ), Reference( a_Reference ), Permission( a_Permission ) {}
cPlugin* Plugin;
lua_State* LuaState;
int Reference;
std::string Permission;
};
typedef std::map< std::string, BoundFunction > CommandMap;
CommandMap m_BoundCommands;
};
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