#pragma once 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; };