81 lines
2.2 KiB
C++
81 lines
2.2 KiB
C++
#include "api_lua.hpp"
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#include "lua_util.hpp"
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#include "lua_commons.hpp"
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#include "LuaState.hpp"
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#include "../scripting.hpp"
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#include "../../../window/input.hpp"
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#include "../../../window/Events.hpp"
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#include "../../../util/stringutil.hpp"
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#include "../../../graphics/ui/GUI.hpp"
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#include "../../../frontend/screens/Screen.hpp"
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#include "../../../frontend/hud.hpp"
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#include "../../../engine.hpp"
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namespace scripting {
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extern lua::LuaState* state;
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extern Hud* hud;
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}
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using namespace scripting;
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static int l_keycode(lua_State* L) {
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const char* name = state->requireString(1);
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lua_pushinteger(L, static_cast<int>(input_util::keycode_from(name)));
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return 1;
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}
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static int l_mousecode(lua_State* L) {
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const char* name = state->requireString(1);
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lua_pushinteger(L, static_cast<int>(input_util::mousecode_from(name)));
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return 1;
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}
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static int l_add_callback(lua_State*) {
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auto bindname = state->requireString(1);
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const auto& bind = Events::bindings.find(bindname);
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if (bind == Events::bindings.end()) {
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throw std::runtime_error("unknown binding "+util::quote(bindname));
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}
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state->pushvalue(2);
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runnable actual_callback = state->createRunnable();
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runnable callback = [=]() {
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if (!scripting::engine->getGUI()->isFocusCaught()) {
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actual_callback();
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}
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};
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if (hud) {
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hud->keepAlive(bind->second.onactived.add(callback));
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} else {
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engine->keepAlive(bind->second.onactived.add(callback));
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}
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return 0;
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}
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static int l_get_mouse_pos(lua_State* L) {
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return lua::pushvec2_arr(L, Events::cursor);
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}
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static int l_get_bindings(lua_State* L) {
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auto& bindings = Events::bindings;
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lua_createtable(L, bindings.size(), 0);
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int i = 0;
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for (auto& entry : bindings) {
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lua_pushstring(L, entry.first.c_str());
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lua_rawseti(L, -2, i + 1);
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i++;
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}
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return 1;
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}
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const luaL_Reg inputlib [] = {
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{"keycode", lua_wrap_errors<l_keycode>},
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{"mousecode", lua_wrap_errors<l_mousecode>},
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{"add_callback", lua_wrap_errors<l_add_callback>},
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{"get_mouse_pos", lua_wrap_errors<l_get_mouse_pos>},
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{"get_bindings", lua_wrap_errors<l_get_bindings>},
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{NULL, NULL}
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};
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