/** * Copyright (c) 2006-2013 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 namespace love { namespace joystick { namespace sdl { Joystick *luax_checkjoystick(lua_State *L, int idx) { return luax_checktype(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 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 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 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); success = j->setVibration(left, right); } 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 }, { 0, 0 }, }; extern "C" int luaopen_joystick(lua_State *L) { return luax_register_type(L, "Joystick", functions); } } // sdl } // joystick } // love