mirror of
https://github.com/love2d/love.git
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214 lines
5.6 KiB
C++
214 lines
5.6 KiB
C++
/**
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* Copyright (c) 2006-2019 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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#include "filesystem/Filesystem.h"
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#include "filesystem/wrap_Filesystem.h"
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#include "sdl/JoystickModule.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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#define instance() (Module::getInstance<JoystickModule>(Module::M_JOYSTICK))
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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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Joystick *stick = instance()->getJoystick(i);
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luax_pushtype(L, 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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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 (Joystick::getConstant(gpbindstr, gpinput.axis))
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gpinput.type = Joystick::INPUT_TYPE_AXIS;
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else if (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 luax_enumerror(L, "gamepad axis/button", gpbindstr);
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const char *jinputtypestr = luaL_checkstring(L, 3);
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Joystick::JoystickInput jinput;
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if (!Joystick::getConstant(jinputtypestr, jinput.type))
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return luax_enumerror(L, "joystick input type", 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 = (int) luaL_checkinteger(L, 4) - 1;
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break;
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case Joystick::INPUT_TYPE_BUTTON:
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jinput.button = (int) luaL_checkinteger(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 = (int) luaL_checkinteger(L, 4) - 1;
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hatstr = luaL_checkstring(L, 5);
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if (!Joystick::getConstant(hatstr, jinput.hat.value))
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return luax_enumerror(L, "joystick hat", hatstr);
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break;
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default:
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return luax_enumerror(L, "joystick input type", jinputtypestr);
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}
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bool success = false;
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luax_catchexcept(L, [&](){ 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_loadGamepadMappings(lua_State *L)
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{
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bool isfile = false;
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std::string mappings = luax_checkstring(L, 1);
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auto fs = Module::getInstance<love::filesystem::Filesystem>(Module::M_FILESYSTEM);
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if (fs)
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{
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love::filesystem::Filesystem::Info info = {};
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bool exists = fs->getInfo(mappings.c_str(), info);
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isfile = exists && info.type == love::filesystem::Filesystem::FILETYPE_FILE;
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}
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if (isfile)
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{
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love::filesystem::FileData *fd = love::filesystem::luax_getfiledata(L, 1);
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mappings = std::string((const char *) fd->getData(), fd->getSize());
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fd->release();
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}
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else
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mappings = luax_checkstring(L, 1);
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luax_catchexcept(L, [&](){ instance()->loadGamepadMappings(mappings); });
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return 0;
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}
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int w_saveGamepadMappings(lua_State *L)
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{
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lua_settop(L, 1);
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std::string mappings = instance()->saveGamepadMappings();
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// Optionally write the mappings string to a file.
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if (!lua_isnoneornil(L, 1))
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{
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luax_pushstring(L, mappings);
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int idxs[] = {1, 2};
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luax_convobj(L, idxs, 2, "filesystem", "write");
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lua_pop(L, 1); // Pop the return value.
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}
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// Return the actual string even if we also wrote it to a file.
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luax_pushstring(L, mappings);
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return 1;
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}
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int w_getGamepadMappingString(lua_State *L)
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{
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const char *guid = luaL_checkstring(L, 1);
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std::string mapping = instance()->getGamepadMappingString(guid);
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if (mapping.empty())
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lua_pushnil(L);
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else
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luax_pushstring(L, mapping);
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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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{ "loadGamepadMappings", w_loadGamepadMappings },
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{ "saveGamepadMappings", w_saveGamepadMappings },
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{ "getGamepadMappingString", w_getGamepadMappingString },
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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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JoystickModule *instance = instance();
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if (instance == nullptr)
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{
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luax_catchexcept(L, [&](){ instance = new sdl::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.type = &Module::type;
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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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} // joystick
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} // love
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