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- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_Gamepad.h"
- #include "Base.h"
- #include "Button.h"
- #include "Form.h"
- #include "Game.h"
- #include "Gamepad.h"
- #include "Joystick.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<std::string> scopePath;
- gameplay::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*)((gameplay::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)
- {
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::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;
- gameplay::ScriptUtil::LuaArray<Vector2> param2 = gameplay::ScriptUtil::getObjectPointer<Vector2>(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;
- }
- }
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