/** * 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. **/ #include "wrap_JoystickModule.h" #include "wrap_Joystick.h" namespace love { namespace joystick { namespace sdl { static JoystickModule *instance = 0; int w_getJoysticks(lua_State *L) { int stickcount = instance->getJoystickCount(); lua_createtable(L, stickcount, 0); for (int i = 0; i < stickcount; i++) { love::joystick::Joystick *stick = instance->getJoystick(i); stick->retain(); luax_pushtype(L, "Joystick", JOYSTICK_JOYSTICK_T, stick); lua_rawseti(L, -2, i + 1); } return 1; } int w_getIndex(lua_State *L) { love::joystick::Joystick *j = luax_checkjoystick(L, 1); int index = instance->getIndex(j); if (index >= 0) lua_pushinteger(L, index + 1); else lua_pushnil(L); return 1; } int w_getJoystickCount(lua_State *L) { lua_pushinteger(L, instance->getJoystickCount()); return 1; } int w_setGamepadMapping(lua_State *L) { // Only accept a GUID string. We don't accept a Joystick object because // the gamepad mapping applies to all joysticks with the same GUID (e.g. all // Xbox 360 controllers on the system), rather than individual objects. std::string guid = luax_checkstring(L, 1); const char *gpbindstr = luaL_checkstring(L, 2); Joystick::GamepadInput gpinput; if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.axis)) gpinput.type = Joystick::INPUT_TYPE_AXIS; else if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.button)) gpinput.type = Joystick::INPUT_TYPE_BUTTON; else return luaL_error(L, "Invalid gamepad axis/button: %s", gpbindstr); const char *jinputtypestr = luaL_checkstring(L, 3); Joystick::JoystickInput jinput; if (!love::joystick::Joystick::getConstant(jinputtypestr, jinput.type)) return luaL_error(L, "Invalid joystick input type: %s", jinputtypestr); const char *hatstr; switch (jinput.type) { case Joystick::INPUT_TYPE_AXIS: jinput.axis = luaL_checkint(L, 4) - 1; break; case Joystick::INPUT_TYPE_BUTTON: jinput.button = luaL_checkint(L, 4) - 1; break; case Joystick::INPUT_TYPE_HAT: // Hats need both a hat index and a hat value. jinput.hat.index = luaL_checkint(L, 4) - 1; hatstr = luaL_checkstring(L, 5); if (!love::joystick::Joystick::getConstant(hatstr, jinput.hat.value)) return luaL_error(L, "Invalid joystick hat: %s", hatstr); break; default: return luaL_error(L, "Invalid joystick input type: %s", jinputtypestr); } bool success = false; try { success = instance->setGamepadMapping(guid, gpinput, jinput); } catch (love::Exception &e) { return luaL_error(L, "%s", e.what()); } luax_pushboolean(L, success); return 1; } int w_getGamepadMapping(lua_State *L) { std::string guid; // Accept either a GUID string or a Joystick object. This way we can re-use // the function for Joystick:getGamepadMapping. if (lua_type(L, 1) == LUA_TSTRING) guid = luax_checkstring(L, 1); else { love::joystick::Joystick *stick = luax_checkjoystick(L, 1); guid = stick->getProductGUID(); } const char *gpbindstr = luaL_checkstring(L, 2); Joystick::GamepadInput gpinput; if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.axis)) gpinput.type = Joystick::INPUT_TYPE_AXIS; else if (love::joystick::Joystick::getConstant(gpbindstr, gpinput.button)) gpinput.type = Joystick::INPUT_TYPE_BUTTON; else return luaL_error(L, "Invalid gamepad axis/button: %s", gpbindstr); Joystick::JoystickInput jinput; jinput.type = Joystick::INPUT_TYPE_MAX_ENUM; try { jinput = instance->getGamepadMapping(guid, gpinput); } catch (love::Exception &e) { return luaL_error(L, "%s", e.what()); } if (jinput.type == Joystick::INPUT_TYPE_MAX_ENUM) return 0; const char *inputtypestr; if (!love::joystick::Joystick::getConstant(jinput.type, inputtypestr)) return luaL_error(L, "Unknown joystick input type."); lua_pushstring(L, inputtypestr); const char *hatstr; switch (jinput.type) { case Joystick::INPUT_TYPE_AXIS: lua_pushinteger(L, jinput.axis + 1); return 2; case Joystick::INPUT_TYPE_BUTTON: lua_pushinteger(L, jinput.button + 1); return 2; case Joystick::INPUT_TYPE_HAT: lua_pushinteger(L, jinput.hat.index + 1); if (love::joystick::Joystick::getConstant(jinput.hat.value, hatstr)) { lua_pushstring(L, hatstr); return 3; } else return luaL_error(L, "Unknown joystick hat."); default: break; // ? } return 1; } // List of functions to wrap. static const luaL_Reg functions[] = { { "getJoysticks", w_getJoysticks }, { "getJoystickCount", w_getJoystickCount }, { "setGamepadMapping", w_setGamepadMapping }, { "getGamepadMapping", w_getGamepadMapping }, { 0, 0 } }; static const lua_CFunction types[] = { luaopen_joystick, 0, }; extern "C" int luaopen_love_joystick(lua_State *L) { if (instance == 0) { try { instance = new JoystickModule(); } 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 = types; return luax_register_module(L, w); } } // sdl } // joystick } // love