Moved the love.joystick Lua wrapper code from modules/joystick/sdl/ to modules/joystick/.

This commit is contained in:
Alex Szpakowski
2014-06-04 16:23:39 -03:00
parent 4cd4d35739
commit 10e0d4b900
6 changed files with 16 additions and 26 deletions
-266
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@@ -1,266 +0,0 @@
/**
* Copyright (c) 2006-2014 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
// LOVE
#include "wrap_Joystick.h"
#include "wrap_JoystickModule.h"
#include <vector>
namespace love
{
namespace joystick
{
namespace sdl
{
Joystick *luax_checkjoystick(lua_State *L, int idx)
{
return luax_checktype<Joystick>(L, idx, "Joystick", JOYSTICK_JOYSTICK_T);
}
int w_Joystick_isConnected(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
luax_pushboolean(L, j->isConnected());
return 1;
}
int w_Joystick_getName(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
lua_pushstring(L, j->getName());
return 1;
}
int w_Joystick_getID(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
// IDs are 1-based in Lua.
lua_pushinteger(L, j->getID() + 1);
int instanceid = j->getInstanceID();
if (instanceid >= 0)
lua_pushinteger(L, instanceid + 1);
else
lua_pushnil(L);
return 2;
}
int w_Joystick_getGUID(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
luax_pushstring(L, j->getGUID());
return 1;
}
int w_Joystick_getAxisCount(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
lua_pushinteger(L, j->getAxisCount());
return 1;
}
int w_Joystick_getButtonCount(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
lua_pushinteger(L, j->getButtonCount());
return 1;
}
int w_Joystick_getHatCount(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
lua_pushinteger(L, j->getHatCount());
return 1;
}
int w_Joystick_getAxis(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
int axisindex = luaL_checkint(L, 2) - 1;
lua_pushnumber(L, j->getAxis(axisindex));
return 1;
}
int w_Joystick_getAxes(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
std::vector<float> axes = j->getAxes();
for (size_t i = 0; i < axes.size(); i++)
lua_pushnumber(L, axes[i]);
return (int) axes.size();
}
int w_Joystick_getHat(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
int hatindex = luaL_checkint(L, 2) - 1;
Joystick::Hat h = j->getHat(hatindex);
const char *direction = "";
love::joystick::Joystick::getConstant(h, direction);
lua_pushstring(L, direction);
return 1;
}
int w_Joystick_isDown(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
luaL_checkinteger(L, 2);
std::vector<int> buttons;
for (int i = 2; i <= lua_gettop(L); i++)
buttons.push_back(luaL_checkint(L, i) - 1);
luax_pushboolean(L, j->isDown(buttons));
return 1;
}
int w_Joystick_isGamepad(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
luax_pushboolean(L, j->isGamepad());
return 1;
}
int w_Joystick_getGamepadAxis(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
const char *str = luaL_checkstring(L, 2);
Joystick::GamepadAxis axis;
if (!joystick::Joystick::getConstant(str, axis))
return luaL_error(L, "Invalid gamepad axis: %s", str);
lua_pushnumber(L, j->getGamepadAxis(axis));
return 1;
}
int w_Joystick_isGamepadDown(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
std::vector<Joystick::GamepadButton> buttons;
buttons.reserve(lua_gettop(L) - 1);
luaL_checkstring(L, 2);
for (int i = 2; i <= lua_gettop(L); i++)
{
const char *str = luaL_checkstring(L, i);
Joystick::GamepadButton button;
if (!joystick::Joystick::getConstant(str, button))
return luaL_error(L, "Invalid gamepad button: %s", str);
buttons.push_back(button);
}
luax_pushboolean(L, j->isGamepadDown(buttons));
return 1;
}
int w_Joystick_isVibrationSupported(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
luax_pushboolean(L, j->isVibrationSupported());
return 1;
}
int w_Joystick_setVibration(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
bool success = false;
if (lua_isnoneornil(L, 2))
{
// Disable joystick vibration if no argument is given.
success = j->setVibration();
}
else
{
float left = (float) luaL_checknumber(L, 2);
float right = (float) luaL_optnumber(L, 3, left);
float duration = (float) luaL_optnumber(L, 4, -1.0); // -1 is infinite.
success = j->setVibration(left, right, duration);
}
luax_pushboolean(L, success);
return 1;
}
int w_Joystick_getVibration(lua_State *L)
{
Joystick *j = luax_checkjoystick(L, 1);
float left, right;
j->getVibration(left, right);
lua_pushnumber(L, left);
lua_pushnumber(L, right);
return 2;
}
// List of functions to wrap.
static const luaL_Reg functions[] =
{
{ "isConnected", w_Joystick_isConnected },
{ "getName", w_Joystick_getName },
{ "getID", w_Joystick_getID },
{ "getGUID", w_Joystick_getGUID },
{ "getAxisCount", w_Joystick_getAxisCount },
{ "getButtonCount", w_Joystick_getButtonCount },
{ "getHatCount", w_Joystick_getHatCount },
{ "getAxis", w_Joystick_getAxis },
{ "getAxes", w_Joystick_getAxes },
{ "getHat", w_Joystick_getHat },
{ "isDown", w_Joystick_isDown },
{ "isGamepad", w_Joystick_isGamepad },
{ "getGamepadAxis", w_Joystick_getGamepadAxis },
{ "isGamepadDown", w_Joystick_isGamepadDown },
{ "isVibrationSupported", w_Joystick_isVibrationSupported },
{ "setVibration", w_Joystick_setVibration },
{ "getVibration", w_Joystick_getVibration },
// From wrap_JoystickModule.
{ "getConnectedIndex", w_getIndex },
{ "getGamepadMapping", w_getGamepadMapping },
{ "saveGamepadMapping", w_saveGamepadMapping },
{ 0, 0 },
};
extern "C" int luaopen_joystick(lua_State *L)
{
return luax_register_type(L, "Joystick", functions);
}
} // sdl
} // joystick
} // love
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@@ -1,60 +0,0 @@
/**
* Copyright (c) 2006-2014 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_JOYSTICK_SDL_WRAP_JOYSTICK_H
#define LOVE_JOYSTICK_SDL_WRAP_JOYSTICK_H
// LOVE
#include "common/config.h"
#include "Joystick.h"
#include "common/runtime.h"
namespace love
{
namespace joystick
{
namespace sdl
{
Joystick *luax_checkjoystick(lua_State *L, int idx);
int w_Joystick_isConnected(lua_State *L);
int w_Joystick_getName(lua_State *L);
int w_Joystick_getID(lua_State *L);
int w_Joystick_getGUID(lua_State *L);
int w_Joystick_getAxisCount(lua_State *L);
int w_Joystick_getButtonCount(lua_State *L);
int w_Joystick_getHatCount(lua_State *L);
int w_Joystick_getAxis(lua_State *L);
int w_Joystick_getAxes(lua_State *L);
int w_Joystick_getHat(lua_State *L);
int w_Joystick_isDown(lua_State *L);
int w_Joystick_isGamepad(lua_State *L);
int w_Joystick_getGamepadAxis(lua_State *L);
int w_Joystick_isGamepadDown(lua_State *L);
int w_Joystick_isVibrationSupported(lua_State *L);
int w_Joystick_setVibration(lua_State *L);
int w_Joystick_getVibration(lua_State *L);
extern "C" int luaopen_joystick(lua_State *L);
} // sdl
} // joystick
} // love
#endif // LOVE_JOYSTICK_SDL_WRAP_JOYSTICK_H
@@ -1,263 +0,0 @@
/**
* Copyright (c) 2006-2014 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "wrap_JoystickModule.h"
#include "wrap_Joystick.h"
#include "filesystem/wrap_Filesystem.h"
namespace love
{
namespace joystick
{
namespace sdl
{
static JoystickModule *instance = nullptr;
int w_getJoysticks(lua_State *L)
{
int stickcount = instance->getJoystickCount();
lua_createtable(L, stickcount, 0);
for (int i = 0; i < stickcount; i++)
{
love::joystick::Joystick *stick = instance->getJoystick(i);
stick->retain();
luax_pushtype(L, "Joystick", JOYSTICK_JOYSTICK_T, stick);
lua_rawseti(L, -2, i + 1);
}
return 1;
}
int w_getIndex(lua_State *L)
{
love::joystick::Joystick *j = luax_checkjoystick(L, 1);
int index = instance->getIndex(j);
if (index >= 0)
lua_pushinteger(L, index + 1);
else
lua_pushnil(L);
return 1;
}
int w_getJoystickCount(lua_State *L)
{
lua_pushinteger(L, instance->getJoystickCount());
return 1;
}
int w_setGamepadMapping(lua_State *L)
{
// Only accept a GUID string. We don't accept a Joystick object because
// the gamepad mapping applies to all joysticks with the same GUID (e.g. all
// Xbox 360 controllers on the system), rather than individual objects.
const char *guid = luaL_checkstring(L, 1);
const char *gpbindstr = luaL_checkstring(L, 2);
Joystick::GamepadInput gpinput;
if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.axis))
gpinput.type = Joystick::INPUT_TYPE_AXIS;
else if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.button))
gpinput.type = Joystick::INPUT_TYPE_BUTTON;
else
return luaL_error(L, "Invalid gamepad axis/button: %s", gpbindstr);
const char *jinputtypestr = luaL_checkstring(L, 3);
Joystick::JoystickInput jinput;
if (!love::joystick::Joystick::getConstant(jinputtypestr, jinput.type))
return luaL_error(L, "Invalid joystick input type: %s", jinputtypestr);
const char *hatstr;
switch (jinput.type)
{
case Joystick::INPUT_TYPE_AXIS:
jinput.axis = luaL_checkint(L, 4) - 1;
break;
case Joystick::INPUT_TYPE_BUTTON:
jinput.button = luaL_checkint(L, 4) - 1;
break;
case Joystick::INPUT_TYPE_HAT:
// Hats need both a hat index and a hat value.
jinput.hat.index = luaL_checkint(L, 4) - 1;
hatstr = luaL_checkstring(L, 5);
if (!love::joystick::Joystick::getConstant(hatstr, jinput.hat.value))
return luaL_error(L, "Invalid joystick hat: %s", hatstr);
break;
default:
return luaL_error(L, "Invalid joystick input type: %s", jinputtypestr);
}
bool success = false;
luax_catchexcept(L, [&](){ success = instance->setGamepadMapping(guid, gpinput, jinput); });
luax_pushboolean(L, success);
return 1;
}
int w_getGamepadMapping(lua_State *L)
{
std::string guid;
// Accept either a GUID string or a Joystick object. This way we can re-use
// the function for Joystick:getGamepadMapping.
if (lua_type(L, 1) == LUA_TSTRING)
guid = luax_checkstring(L, 1);
else
{
love::joystick::Joystick *stick = luax_checkjoystick(L, 1);
guid = stick->getGUID();
}
const char *gpbindstr = luaL_checkstring(L, 2);
Joystick::GamepadInput gpinput;
if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.axis))
gpinput.type = Joystick::INPUT_TYPE_AXIS;
else if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.button))
gpinput.type = Joystick::INPUT_TYPE_BUTTON;
else
return luaL_error(L, "Invalid gamepad axis/button: %s", gpbindstr);
Joystick::JoystickInput jinput;
jinput.type = Joystick::INPUT_TYPE_MAX_ENUM;
luax_catchexcept(L, [&](){ jinput = instance->getGamepadMapping(guid, gpinput); });
if (jinput.type == Joystick::INPUT_TYPE_MAX_ENUM)
return 0;
const char *inputtypestr;
if (!love::joystick::Joystick::getConstant(jinput.type, inputtypestr))
return luaL_error(L, "Unknown joystick input type.");
lua_pushstring(L, inputtypestr);
const char *hatstr;
switch (jinput.type)
{
case Joystick::INPUT_TYPE_AXIS:
lua_pushinteger(L, jinput.axis + 1);
return 2;
case Joystick::INPUT_TYPE_BUTTON:
lua_pushinteger(L, jinput.button + 1);
return 2;
case Joystick::INPUT_TYPE_HAT:
lua_pushinteger(L, jinput.hat.index + 1);
if (love::joystick::Joystick::getConstant(jinput.hat.value, hatstr))
{
lua_pushstring(L, hatstr);
return 3;
}
else
return luaL_error(L, "Unknown joystick hat.");
default:
break; // ?
}
return 1;
}
int w_loadGamepadMappings(lua_State *L)
{
lua_pushvalue(L, 1);
luax_convobj(L, -1, "filesystem", "isFile");
bool isfile = luax_toboolean(L, -1);
lua_pop(L, 1);
std::string mappings;
if (isfile)
{
love::filesystem::FileData *fd = love::filesystem::luax_getfiledata(L, 1);
mappings = std::string((const char *) fd->getData(), fd->getSize());
fd->release();
}
else
mappings = luax_checkstring(L, 1);
luax_catchexcept(L, [&](){ instance->loadGamepadMappings(mappings); });
return 0;
}
int w_saveGamepadMapping(lua_State *L)
{
std::string guid, mapping;
// Accept either a GUID string or a Joystick object. This way we can re-use
// the function for Joystick:getGamepadMapping.
if (lua_type(L, 1) == LUA_TSTRING)
guid = luax_checkstring(L, 1);
else
{
love::joystick::Joystick *stick = luax_checkjoystick(L, 1);
guid = stick->getGUID();
}
luax_catchexcept(L, [&](){ mapping = instance->saveGamepadMapping(guid); });
luax_pushstring(L, mapping);
return 1;
}
// List of functions to wrap.
static const luaL_Reg functions[] =
{
{ "getJoysticks", w_getJoysticks },
{ "getJoystickCount", w_getJoystickCount },
{ "setGamepadMapping", w_setGamepadMapping },
{ "getGamepadMapping", w_getGamepadMapping },
{ "loadGamepadMappings", w_loadGamepadMappings },
{ "saveGamepadMapping", w_saveGamepadMapping },
{ 0, 0 }
};
static const lua_CFunction types[] =
{
luaopen_joystick,
0,
};
extern "C" int luaopen_love_joystick(lua_State *L)
{
if (instance == nullptr)
{
luax_catchexcept(L, [&](){ instance = new JoystickModule(); });
}
else
instance->retain();
WrappedModule w;
w.module = instance;
w.name = "joystick";
w.flags = MODULE_T;
w.functions = functions;
w.types = types;
return luax_register_module(L, w);
}
} // sdl
} // joystick
} // love
@@ -1,49 +0,0 @@
/**
* Copyright (c) 2006-2014 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_JOYSTICK_SDL_WRAP_JOYSTICK_MODULE_H
#define LOVE_JOYSTICK_SDL_WRAP_JOYSTICK_MODULE_H
// LOVE
#include "common/config.h"
#include "common/runtime.h"
#include "JoystickModule.h"
namespace love
{
namespace joystick
{
namespace sdl
{
int w_getJoysticks(lua_State *L);
int w_getIndex(lua_State *L);
int w_getJoystickCount(lua_State *L);
int w_setGamepadMapping(lua_State *L);
int w_getGamepadMapping(lua_State *L);
int w_loadGamepadMappings(lua_State *L);
int w_saveGamepadMapping(lua_State *L);
extern "C" LOVE_EXPORT int luaopen_love_joystick(lua_State *L);
} // sdl
} // joystick
} // love
#endif // LOVE_JOYSTICK_SDL_WRAP_JOYSTICK_MODULE_H