#include "Base.h" #include "ScriptController.h" #include "lua_Gamepad.h" #include "Base.h" #include "Button.h" #include "Game.h" #include "Gamepad.h" #include "Platform.h" #include "lua_GamepadButtonMapping.h" namespace gameplay { void luaRegister_Gamepad() { const luaL_Reg lua_members[] = { {"draw", lua_Gamepad_draw}, {"getButtonCount", lua_Gamepad_getButtonCount}, {"getForm", lua_Gamepad_getForm}, {"getJoystickCount", lua_Gamepad_getJoystickCount}, {"getJoystickValues", lua_Gamepad_getJoystickValues}, {"getProductId", lua_Gamepad_getProductId}, {"getProductString", lua_Gamepad_getProductString}, {"getTriggerCount", lua_Gamepad_getTriggerCount}, {"getTriggerValue", lua_Gamepad_getTriggerValue}, {"getVendorId", lua_Gamepad_getVendorId}, {"getVendorString", lua_Gamepad_getVendorString}, {"isButtonDown", lua_Gamepad_isButtonDown}, {"isVirtual", lua_Gamepad_isVirtual}, {"update", lua_Gamepad_update}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; ScriptUtil::registerClass("Gamepad", lua_members, NULL, NULL, lua_statics, scopePath); } static Gamepad* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "Gamepad"); luaL_argcheck(state, userdata != NULL, 1, "'Gamepad' expected."); return (Gamepad*)((ScriptUtil::LuaObject*)userdata)->instance; } int lua_Gamepad_draw(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Gamepad* instance = getInstance(state); instance->draw(); return 0; } lua_pushstring(state, "lua_Gamepad_draw - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Gamepad_getButtonCount(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Gamepad* instance = getInstance(state); unsigned int result = instance->getButtonCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Gamepad_getButtonCount - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Gamepad_getForm(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Gamepad* instance = getInstance(state); void* returnPtr = (void*)instance->getForm(); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Form"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Gamepad_getForm - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Gamepad_getJoystickCount(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Gamepad* instance = getInstance(state); unsigned int result = instance->getJoystickCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Gamepad_getJoystickCount - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Gamepad_getJoystickValues(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2); // Get parameter 2 off the stack. bool param2Valid; ScriptUtil::LuaArray param2 = ScriptUtil::getObjectPointer(3, "Vector2", false, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector2'."); lua_error(state); } Gamepad* instance = getInstance(state); instance->getJoystickValues(param1, param2); return 0; } lua_pushstring(state, "lua_Gamepad_getJoystickValues - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 3)."); lua_error(state); break; } } return 0; } int lua_Gamepad_getProductId(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Gamepad* instance = getInstance(state); unsigned int result = instance->getProductId(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Gamepad_getProductId - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Gamepad_getProductString(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Gamepad* instance = getInstance(state); const char* result = instance->getProductString(); // Push the return value onto the stack. lua_pushstring(state, result); return 1; } lua_pushstring(state, "lua_Gamepad_getProductString - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Gamepad_getTriggerCount(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Gamepad* instance = getInstance(state); unsigned int result = instance->getTriggerCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Gamepad_getTriggerCount - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Gamepad_getTriggerValue(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2); Gamepad* instance = getInstance(state); float result = instance->getTriggerValue(param1); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_Gamepad_getTriggerValue - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_Gamepad_getVendorId(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Gamepad* instance = getInstance(state); unsigned int result = instance->getVendorId(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Gamepad_getVendorId - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Gamepad_getVendorString(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Gamepad* instance = getInstance(state); const char* result = instance->getVendorString(); // Push the return value onto the stack. lua_pushstring(state, result); return 1; } lua_pushstring(state, "lua_Gamepad_getVendorString - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Gamepad_isButtonDown(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. Gamepad::ButtonMapping param1 = (Gamepad::ButtonMapping)lua_enumFromString_GamepadButtonMapping(luaL_checkstring(state, 2)); Gamepad* instance = getInstance(state); bool result = instance->isButtonDown(param1); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_Gamepad_isButtonDown - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_Gamepad_isVirtual(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Gamepad* instance = getInstance(state); bool result = instance->isVirtual(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_Gamepad_isVirtual - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Gamepad_update(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); Gamepad* instance = getInstance(state); instance->update(param1); return 0; } lua_pushstring(state, "lua_Gamepad_update - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } }