Merged SDL2 changes from bartbes/love-experiments/SDL2 into default.

- Added love.system module, including clipboard functions.

- Added custom hardware cursors (love.mouse.newCursor, love.mouse.setCursor.)

- Revamped love.joystick:
-- added Joystick objects and moved love.joystick functions which operated on individual joysticks to methods on the Joystick objects.
-- Added love.joystick.getJoystick and love.joystick.getJoystickCount.
-- Added events for when joysticks are connected and disconnected.
-- Added 'Gamepad' methods to Joystick objects: Joystick:isGamepad, Joystick:getGamepadAxis, and Joystick:isGamepadDown. They're a common abstraction for xbox controller-like joystick across operating systems.

- Added monitor choosing support and "fullscreen desktop" mode to love.window.

- Moved unicode text input events to their own callback function (love.textinput), removed the key repeat functions from love.keyboard and made the second argument of love.keypressed a boolean saying whether the keypress was a repeat.

- liblove now works with love.window and love.graphics in OS X
This commit is contained in:
Alex Szpakowski
2013-08-25 16:51:42 -03:00
parent 035130533b
commit 113ed1cfe7
67 changed files with 4691 additions and 1665 deletions
+132 -90
View File
@@ -18,7 +18,11 @@
* 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
{
@@ -27,141 +31,179 @@ namespace joystick
namespace sdl
{
static Joystick *instance = 0;
int w_reload(lua_State *L)
Joystick *luax_checkjoystick(lua_State *L, int idx)
{
try
{
instance->reload();
}
catch(love::Exception &e)
{
return luaL_error(L, "%s", e.what());
}
return 0;
return luax_checktype<Joystick>(L, idx, "Joystick", JOYSTICK_JOYSTICK_T);
}
int w_getJoystickCount(lua_State *L)
int w_Joystick_isConnected(lua_State *L)
{
lua_pushinteger(L, instance->getJoystickCount());
Joystick *j = luax_checkjoystick(L, 1);
luax_pushboolean(L, j->isConnected());
return 1;
}
int w_getName(lua_State *L)
int w_Joystick_getName(lua_State *L)
{
int index = luaL_checkint(L, 1) - 1;
lua_pushstring(L, instance->getName(index));
Joystick *j = luax_checkjoystick(L, 1);
lua_pushstring(L, j->getName());
return 1;
}
int w_getAxisCount(lua_State *L)
int w_Joystick_getID(lua_State *L)
{
int index = luaL_checkint(L, 1) - 1;
lua_pushinteger(L, instance->getAxisCount(index));
Joystick *j = luax_checkjoystick(L, 1);
lua_pushinteger(L, j->getID());
return 1;
}
int w_getButtonCount(lua_State *L)
int w_Joystick_getGUID(lua_State *L)
{
int index = luaL_checkint(L, 1) - 1;
lua_pushinteger(L, instance->getButtonCount(index));
Joystick *j = luax_checkjoystick(L, 1);
luax_pushstring(L, j->getGUID());
return 1;
}
int w_getHatCount(lua_State *L)
int w_Joystick_getAxisCount(lua_State *L)
{
int index = luaL_checkint(L, 1) - 1;
lua_pushinteger(L, instance->getHatCount(index));
Joystick *j = luax_checkjoystick(L, 1);
lua_pushinteger(L, j->getAxisCount());
return 1;
}
int w_getAxis(lua_State *L)
int w_Joystick_getButtonCount(lua_State *L)
{
int index = luaL_checkint(L, 1) - 1;
int axis = luaL_checkint(L, 2) - 1;
lua_pushnumber(L, instance->getAxis(index, axis));
Joystick *j = luax_checkjoystick(L, 1);
lua_pushinteger(L, j->getButtonCount());
return 1;
}
int w_getAxes(lua_State *L)
int w_Joystick_getHatCount(lua_State *L)
{
return instance->getAxes(L);
}
int w_isDown(lua_State *L)
{
int index = luaL_checkint(L, 1) - 1;
int num = lua_gettop(L);
int *buttonlist = new int[num];
int counter = 0;
for (int i = 1; i < num; i++)
buttonlist[counter++] = luaL_checkint(L, i + 1) - 1;
buttonlist[counter] = -1;
luax_pushboolean(L, instance->isDown(index, buttonlist));
delete[] buttonlist;
Joystick *j = luax_checkjoystick(L, 1);
lua_pushinteger(L, j->getHatCount());
return 1;
}
int w_getHat(lua_State *L)
int w_Joystick_getAxis(lua_State *L)
{
int index = luaL_checkint(L, 1)-1;
int hat = luaL_checkint(L, 2)-1;
Joystick *j = luax_checkjoystick(L, 1);
int axisindex = luaL_checkint(L, 2) - 1;
lua_pushnumber(L, j->getAxis(axisindex));
return 1;
}
Joystick::Hat h = instance->getHat(index, hat);
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 = "";
Joystick::getConstant(h, direction);
lua_pushstring(L, 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));
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;
}
// List of functions to wrap.
static const luaL_Reg functions[] =
{
{ "reload", w_reload },
{ "getJoystickCount", w_getJoystickCount },
{ "getName", w_getName },
{ "getAxisCount", w_getAxisCount },
{ "getButtonCount", w_getButtonCount },
{ "getHatCount", w_getHatCount },
{ "getAxis", w_getAxis },
{ "getAxes", w_getAxes },
{ "isDown", w_isDown },
{ "getHat", w_getHat },
{ 0, 0 }
{ "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 },
// From wrap_JoystickModule.
{ "getIndex", w_getIndex },
{ "getGamepadMapping", w_getGamepadMapping },
{ 0, 0 },
};
extern "C" int luaopen_love_joystick(lua_State *L)
extern "C" int luaopen_joystick(lua_State *L)
{
if (instance == 0)
{
try
{
instance = new Joystick();
}
catch(Exception &e)
{
return luaL_error(L, e.what());
}
}
else
instance->retain();
WrappedModule w;
w.module = instance;
w.name = "joystick";
w.flags = MODULE_T;
w.functions = functions;
w.types = 0;
return luax_register_module(L, w);
return luax_register_type(L, "Joystick", functions);
}
} // sdl