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imported Löve GLES branch (changeset 1ba9037e558b)
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/**
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* Copyright (c) 2006-2013 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "wrap_JoystickModule.h"
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#include "wrap_Joystick.h"
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namespace love
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{
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namespace joystick
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{
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namespace sdl
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{
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static JoystickModule *instance = 0;
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int w_getJoysticks(lua_State *L)
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{
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int stickcount = instance->getJoystickCount();
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lua_createtable(L, stickcount, 0);
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for (int i = 0; i < stickcount; i++)
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{
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love::joystick::Joystick *stick = instance->getJoystick(i);
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stick->retain();
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luax_pushtype(L, "Joystick", JOYSTICK_JOYSTICK_T, stick);
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lua_rawseti(L, -2, i + 1);
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}
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return 1;
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}
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int w_getIndex(lua_State *L)
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{
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love::joystick::Joystick *j = luax_checkjoystick(L, 1);
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int index = instance->getIndex(j);
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if (index >= 0)
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lua_pushinteger(L, index + 1);
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else
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lua_pushnil(L);
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return 1;
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}
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int w_getJoystickCount(lua_State *L)
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{
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lua_pushinteger(L, instance->getJoystickCount());
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return 1;
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}
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int w_setGamepadMapping(lua_State *L)
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{
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// Only accept a GUID string. We don't accept a Joystick object because
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// the gamepad mapping applies to all joysticks with the same GUID (e.g. all
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// Xbox 360 controllers on the system), rather than individual objects.
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const char *guid = luaL_checkstring(L, 1);
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const char *gpbindstr = luaL_checkstring(L, 2);
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Joystick::GamepadInput gpinput;
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if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.axis))
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gpinput.type = Joystick::INPUT_TYPE_AXIS;
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else if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.button))
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gpinput.type = Joystick::INPUT_TYPE_BUTTON;
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else
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return luaL_error(L, "Invalid gamepad axis/button: %s", gpbindstr);
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const char *jinputtypestr = luaL_checkstring(L, 3);
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Joystick::JoystickInput jinput;
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if (!love::joystick::Joystick::getConstant(jinputtypestr, jinput.type))
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return luaL_error(L, "Invalid joystick input type: %s", jinputtypestr);
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const char *hatstr;
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switch (jinput.type)
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{
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case Joystick::INPUT_TYPE_AXIS:
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jinput.axis = luaL_checkint(L, 4) - 1;
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break;
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case Joystick::INPUT_TYPE_BUTTON:
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jinput.button = luaL_checkint(L, 4) - 1;
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break;
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case Joystick::INPUT_TYPE_HAT:
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// Hats need both a hat index and a hat value.
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jinput.hat.index = luaL_checkint(L, 4) - 1;
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hatstr = luaL_checkstring(L, 5);
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if (!love::joystick::Joystick::getConstant(hatstr, jinput.hat.value))
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return luaL_error(L, "Invalid joystick hat: %s", hatstr);
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break;
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default:
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return luaL_error(L, "Invalid joystick input type: %s", jinputtypestr);
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}
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bool success = false;
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EXCEPT_GUARD(success = instance->setGamepadMapping(guid, gpinput, jinput);)
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luax_pushboolean(L, success);
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return 1;
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}
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int w_getGamepadMapping(lua_State *L)
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{
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std::string guid;
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// Accept either a GUID string or a Joystick object. This way we can re-use
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// the function for Joystick:getGamepadMapping.
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if (lua_type(L, 1) == LUA_TSTRING)
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guid = luax_checkstring(L, 1);
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else
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{
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love::joystick::Joystick *stick = luax_checkjoystick(L, 1);
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guid = stick->getGUID();
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}
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const char *gpbindstr = luaL_checkstring(L, 2);
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Joystick::GamepadInput gpinput;
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if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.axis))
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gpinput.type = Joystick::INPUT_TYPE_AXIS;
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else if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.button))
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gpinput.type = Joystick::INPUT_TYPE_BUTTON;
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else
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return luaL_error(L, "Invalid gamepad axis/button: %s", gpbindstr);
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Joystick::JoystickInput jinput;
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jinput.type = Joystick::INPUT_TYPE_MAX_ENUM;
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EXCEPT_GUARD(jinput = instance->getGamepadMapping(guid, gpinput);)
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if (jinput.type == Joystick::INPUT_TYPE_MAX_ENUM)
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return 0;
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const char *inputtypestr;
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if (!love::joystick::Joystick::getConstant(jinput.type, inputtypestr))
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return luaL_error(L, "Unknown joystick input type.");
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lua_pushstring(L, inputtypestr);
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const char *hatstr;
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switch (jinput.type)
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{
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case Joystick::INPUT_TYPE_AXIS:
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lua_pushinteger(L, jinput.axis + 1);
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return 2;
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case Joystick::INPUT_TYPE_BUTTON:
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lua_pushinteger(L, jinput.button + 1);
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return 2;
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case Joystick::INPUT_TYPE_HAT:
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lua_pushinteger(L, jinput.hat.index + 1);
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if (love::joystick::Joystick::getConstant(jinput.hat.value, hatstr))
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{
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lua_pushstring(L, hatstr);
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return 3;
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}
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else
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return luaL_error(L, "Unknown joystick hat.");
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default:
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break; // ?
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}
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return 1;
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}
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// List of functions to wrap.
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static const luaL_Reg functions[] =
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{
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{ "getJoysticks", w_getJoysticks },
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{ "getJoystickCount", w_getJoystickCount },
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{ "setGamepadMapping", w_setGamepadMapping },
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{ "getGamepadMapping", w_getGamepadMapping },
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{ 0, 0 }
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};
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static const lua_CFunction types[] =
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{
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luaopen_joystick,
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0,
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};
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extern "C" int luaopen_love_joystick(lua_State *L)
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{
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if (instance == 0)
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{
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EXCEPT_GUARD(instance = new JoystickModule();)
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}
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else
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instance->retain();
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WrappedModule w;
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w.module = instance;
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w.name = "joystick";
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w.flags = MODULE_T;
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w.functions = functions;
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w.types = types;
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return luax_register_module(L, w);
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}
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} // sdl
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} // joystick
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} // love
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