mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-08 09:37:53 +00:00
151 lines
6.6 KiB
C++
151 lines
6.6 KiB
C++
#include "luabindings.hpp"
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#include <SDL_events.h>
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#include <SDL_gamecontroller.h>
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#include "../mwbase/inputmanager.hpp"
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#include "../mwinput/actions.hpp"
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namespace sol
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{
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template <>
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struct is_automagical<SDL_Keysym> : std::false_type {};
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}
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namespace MWLua
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{
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sol::table initInputPackage(const Context& context)
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{
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sol::usertype<SDL_Keysym> keyEvent = context.mLua->sol().new_usertype<SDL_Keysym>("KeyEvent");
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keyEvent["symbol"] = sol::readonly_property([](const SDL_Keysym& e) { return std::string(1, static_cast<char>(e.sym)); });
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keyEvent["code"] = sol::readonly_property([](const SDL_Keysym& e) -> int { return e.sym; });
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keyEvent["modifiers"] = sol::readonly_property([](const SDL_Keysym& e) -> int { return e.mod; });
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keyEvent["withShift"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_SHIFT; });
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keyEvent["withCtrl"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_CTRL; });
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keyEvent["withAlt"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_ALT; });
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keyEvent["withSuper"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_GUI; });
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MWBase::InputManager* input = MWBase::Environment::get().getInputManager();
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sol::table api(context.mLua->sol(), sol::create);
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api["isIdle"] = [input]() { return input->isIdle(); };
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api["isActionPressed"] = [input](int action) { return input->actionIsActive(action); };
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api["isMouseButtonPressed"] = [input](int button) -> bool
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{
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return input->getMouseButtonsState() & (1 << (button - 1));
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};
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api["getMouseMoveX"] = [input]() { return input->getMouseMoveX(); };
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api["getMouseMoveY"] = [input]() { return input->getMouseMoveY(); };
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api["getAxisValue"] = [input](int axis)
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{
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if (axis < SDL_CONTROLLER_AXIS_MAX)
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return input->getControllerAxisValue(static_cast<SDL_GameControllerAxis>(axis));
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else
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return input->getActionValue(axis - SDL_CONTROLLER_AXIS_MAX) * 2 - 1;
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};
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api["getControlSwitch"] = [input](const std::string& key) { return input->getControlSwitch(key); };
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api["setControlSwitch"] = [input](const std::string& key, bool v) { input->toggleControlSwitch(key, v); };
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api["ACTION"] = LuaUtil::makeReadOnly(context.mLua->sol().create_table_with(
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"GameMenu", MWInput::A_GameMenu,
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"Screenshot", MWInput::A_Screenshot,
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"Inventory", MWInput::A_Inventory,
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"Console", MWInput::A_Console,
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"MoveLeft", MWInput::A_MoveLeft,
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"MoveRight", MWInput::A_MoveRight,
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"MoveForward", MWInput::A_MoveForward,
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"MoveBackward", MWInput::A_MoveBackward,
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"Activate", MWInput::A_Activate,
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"Use", MWInput::A_Use,
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"Jump", MWInput::A_Jump,
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"AutoMove", MWInput::A_AutoMove,
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"Rest", MWInput::A_Rest,
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"Journal", MWInput::A_Journal,
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"Weapon", MWInput::A_Weapon,
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"Spell", MWInput::A_Spell,
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"Run", MWInput::A_Run,
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"CycleSpellLeft", MWInput::A_CycleSpellLeft,
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"CycleSpellRight", MWInput::A_CycleSpellRight,
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"CycleWeaponLeft", MWInput::A_CycleWeaponLeft,
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"CycleWeaponRight", MWInput::A_CycleWeaponRight,
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"ToggleSneak", MWInput::A_ToggleSneak,
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"AlwaysRun", MWInput::A_AlwaysRun,
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"Sneak", MWInput::A_Sneak,
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"QuickSave", MWInput::A_QuickSave,
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"QuickLoad", MWInput::A_QuickLoad,
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"QuickMenu", MWInput::A_QuickMenu,
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"ToggleWeapon", MWInput::A_ToggleWeapon,
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"ToggleSpell", MWInput::A_ToggleSpell,
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"TogglePOV", MWInput::A_TogglePOV,
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"QuickKey1", MWInput::A_QuickKey1,
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"QuickKey2", MWInput::A_QuickKey2,
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"QuickKey3", MWInput::A_QuickKey3,
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"QuickKey4", MWInput::A_QuickKey4,
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"QuickKey5", MWInput::A_QuickKey5,
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"QuickKey6", MWInput::A_QuickKey6,
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"QuickKey7", MWInput::A_QuickKey7,
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"QuickKey8", MWInput::A_QuickKey8,
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"QuickKey9", MWInput::A_QuickKey9,
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"QuickKey10", MWInput::A_QuickKey10,
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"QuickKeysMenu", MWInput::A_QuickKeysMenu,
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"ToggleHUD", MWInput::A_ToggleHUD,
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"ToggleDebug", MWInput::A_ToggleDebug,
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"ZoomIn", MWInput::A_ZoomIn,
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"ZoomOut", MWInput::A_ZoomOut
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));
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api["CONTROL_SWITCH"] = LuaUtil::makeReadOnly(context.mLua->sol().create_table_with(
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"Controls", "playercontrols",
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"Fighting", "playerfighting",
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"Jumping", "playerjumping",
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"Looking", "playerlooking",
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"Magic", "playermagic",
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"ViewMode", "playerviewswitch",
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"VanityMode", "vanitymode"
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));
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api["CONTROLLER_BUTTON"] = LuaUtil::makeReadOnly(context.mLua->sol().create_table_with(
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"A", SDL_CONTROLLER_BUTTON_A,
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"B", SDL_CONTROLLER_BUTTON_B,
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"X", SDL_CONTROLLER_BUTTON_X,
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"Y", SDL_CONTROLLER_BUTTON_Y,
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"Back", SDL_CONTROLLER_BUTTON_BACK,
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"Guide", SDL_CONTROLLER_BUTTON_GUIDE,
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"Start", SDL_CONTROLLER_BUTTON_START,
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"LeftStick", SDL_CONTROLLER_BUTTON_LEFTSTICK,
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"RightStick", SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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"LeftShoulder", SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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"RightShoulder", SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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"DPadUp", SDL_CONTROLLER_BUTTON_DPAD_UP,
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"DPadDown", SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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"DPadLeft", SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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"DPadRight", SDL_CONTROLLER_BUTTON_DPAD_RIGHT
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));
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api["CONTROLLER_AXIS"] = LuaUtil::makeReadOnly(context.mLua->sol().create_table_with(
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"LeftX", SDL_CONTROLLER_AXIS_LEFTX,
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"LeftY", SDL_CONTROLLER_AXIS_LEFTY,
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"RightX", SDL_CONTROLLER_AXIS_RIGHTX,
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"RightY", SDL_CONTROLLER_AXIS_RIGHTY,
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"TriggerLeft", SDL_CONTROLLER_AXIS_TRIGGERLEFT,
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"TriggerRight", SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
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"LookUpDown", SDL_CONTROLLER_AXIS_MAX + MWInput::A_LookUpDown,
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"LookLeftRight", SDL_CONTROLLER_AXIS_MAX + MWInput::A_LookLeftRight,
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"MoveForwardBackward", SDL_CONTROLLER_AXIS_MAX + MWInput::A_MoveForwardBackward,
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"MoveLeftRight", SDL_CONTROLLER_AXIS_MAX + MWInput::A_MoveLeftRight
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));
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return LuaUtil::makeReadOnly(api);
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}
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}
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