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functionsluainput.cpp
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180 lines (158 loc) · 4.11 KB
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#include "functionsluainput.h"
#include <string>
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <unordered_map>
#ifdef _WIN32
#include <lua.hpp>
#else
#include <luajit-2.1/lua.hpp>
#endif
#include "entitymanager.h"
#include "assetmanager.h"
#include "modelsdrawcalls.h"
///KEYBOARD
int l_isKeyPressed(lua_State* L){
int key = lua_tointeger(L,1);
bool is_pressed = false;
if(IsKeyPressed(key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
int l_isKeyReleased(lua_State* L){
int key = lua_tointeger(L,1);
bool is_pressed = false;
if(IsKeyReleased(key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
int l_isKeyDown(lua_State* L){
int key = lua_tointeger(L,1);
bool is_pressed = false;
if(IsKeyDown(key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
int l_isKeyUp(lua_State* L){
int key = lua_tointeger(L,1);
bool is_pressed = false;
if(IsKeyUp(key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
///MOUSE
int l_isMousePressed(lua_State* L){
int key = lua_tointeger(L,1);
bool is_pressed = false;
if(IsMouseButtonPressed(key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
int l_isMouseReleased(lua_State* L){
int key = lua_tointeger(L,1);
bool is_pressed = false;
if(IsMouseButtonReleased(key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
int l_isMouseDown(lua_State* L){
int key = lua_tointeger(L,1);
bool is_pressed = false;
if(IsMouseButtonDown(key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
int l_isMouseUp(lua_State* L){
int key = lua_tointeger(L,1);
bool is_pressed = false;
if(IsMouseButtonUp(key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
///MOUSE CURSOR
int l_setMouseCursor(lua_State* L){
int cursor = lua_tointeger(L,1);
SetMouseCursor(cursor);
return 0;
}
///GAMEPAD
int l_isGamePadPressed(lua_State* L){
bool is_pressed = false;
int gamepad = lua_tointeger(L,1);
int key = lua_tointeger(L,2);
if(IsGamepadButtonPressed(gamepad,key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
int l_isGamePadReleased(lua_State* L){
bool is_pressed = false;
int gamepad = lua_tointeger(L,1);
int key = lua_tointeger(L,2);
if(IsGamepadButtonReleased(gamepad,key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
int l_isGamePadDown(lua_State* L){
bool is_pressed = false;
int gamepad = lua_tointeger(L,1);
int key = lua_tointeger(L,2);
if(IsGamepadButtonDown(gamepad,key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
int l_isGamePadUp(lua_State* L){
bool is_pressed = false;
int gamepad = lua_tointeger(L,1);
int key = lua_tointeger(L,2);
if(IsGamepadButtonUp(gamepad,key)){
is_pressed = true;
}
lua_pushboolean(L,is_pressed);
return 1;
}
///GAMEPAD AXIS
int l_getGamePadAxis(lua_State* L){
int gamepad = lua_tointeger(L,1);
int key = lua_tointeger(L,2);
lua_pushnumber(L,GetGamepadAxisMovement(gamepad,key));
return 1;
}
void ExposeInputFunctions(){
lua_register(L,"input_kb_pressed",l_isKeyPressed);
lua_register(L,"input_kb_released",l_isKeyReleased);
lua_register(L,"input_kb_down",l_isKeyDown);
lua_register(L,"input_kb_up",l_isKeyUp);
lua_register(L,"input_mb_pressed",l_isMousePressed);
lua_register(L,"input_mb_released",l_isMouseReleased);
lua_register(L,"input_mb_down",l_isMouseDown);
lua_register(L,"input_mb_up",l_isMouseUp);
lua_register(L,"input_mb_set_cursor",l_setMouseCursor);
lua_register(L,"input_gp_pressed",l_isGamePadPressed);
lua_register(L,"input_gp_released",l_isGamePadReleased);
lua_register(L,"input_gp_down",l_isGamePadDown);
lua_register(L,"input_gp_up",l_isGamePadUp);
lua_register(L,"input_gp_get_axis",l_getGamePadAxis);
}