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path: root/src/libjin-lua/modules/event/l_event.cpp
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/**
* Event module 
*/
#include "common/l_common.h"
#include "common/je_lua.h"
#include "libjin/jin.h"

using namespace JinEngine;
using namespace JinEngine::Input;

namespace JinEngine
{
	namespace Lua
	{

		/**
		* Load event poll, return a iterator(a table). 
		*/
		LUA_IMPLEMENT int l_event_poll(lua_State *L)
		{
			/* table to store events */
			luax_newtable(L);
			static Event e; 
			int i = 1;
			poll:
			while (pollEvent(&e))
			{
				/**
				* TODO: ڴСıʱҪtransform
				*
				*/
				luax_newtable(L);
				switch (e.type)
				{
				case EventType::QUIT: 
					luax_setfieldstring(L, "type", "Quit");
				break;

				case EventType::KEY_DOWN:
				case EventType::KEY_UP:
					luax_setfieldstring(L, "type", e.type == EventType::KEY_DOWN ? "KeyDown" : "KeyUp");
					luax_setfieldstring(L, "key", getKeyName(e.key.keysym.sym));
				break;
			
				case EventType::MOUSE_MOTION:
					luax_setfieldstring(L, "type", "MouseMotion");
					luax_setfieldnumber(L, "x", e.motion.x);
					luax_setfieldnumber(L, "y", e.motion.y);
				break; 
			
				case EventType::MOUSE_BUTTON_DOWN:
				case EventType::MOUSE_BUTTON_UP:
					luax_setfieldstring(L, "type", e.type == EventType::MOUSE_BUTTON_DOWN ? "MouseButtonDown" : "MouseButtonUp");
					luax_setfieldstring(L, "button", getButtonName(e.button.button));
					luax_setfieldnumber(L, "x", e.button.x);
					luax_setfieldnumber(L, "y", e.button.y);
				break; 
			
				case EventType::MOUSE_WHEEL:
					luax_setfieldstring(L, "type", "Wheel");
					if(e.wheel.x == -1)
						luax_setfieldstring(L, "x", "Left");
					else if(e.wheel.x == 1) 
						luax_setfieldstring(L, "x", "Right");
					else 
						luax_setfieldstring(L, "x", "None");
					if (e.wheel.y == -1)
						luax_setfieldstring(L, "y", "Near");
					else if (e.wheel.y == 1)
						luax_setfieldstring(L, "y", "Far");
					else
						luax_setfieldstring(L, "y", "None");
				break;
			
				case EventType::JOYBUTTONDOWN:
				case EventType::JOYBUTTONUP:
					luax_setfieldstring(L, "type", e.type == EventType::JOYBUTTONDOWN ? "JoyButtonDown" : "JoyButtonUp");
					luax_setfieldinteger(L, "which", e.jbutton.which);
					luax_setfieldstring(L, "button", Input::getJoyButtonName(e.jbutton.button));
				break;

				case EventType::JOYAXISMOTION:
					luax_setfieldstring(L, "type", "JoyAxisMotion");
					luax_setfieldinteger(L, "which", e.jaxis.which);
					luax_setfieldfstring(L, "axis", Input::getJoyAxisName(e.jaxis.axis));
				break;

				case EventType::JOYBALLMOTION:
				case EventType::JOYHATMOTION:

				case EventType::JOYDEVICEADDED:
				case EventType::JOYDEVICEREMOVED:
					luax_setfieldfstring(L, "type", e.type == EventType::JOYDEVICEADDED ? "JoyDeviceAdded" : "JoyDeviceRemoved");
					luax_setfieldinteger(L, "which", e.jdevice.which);
				break;

			//https://stackoverflow.com/questions/50022316/what-is-sdl-joystick-and-what-is-sdl-gamecontroller-what-are-the-relationships
				case EventType::CONTROLLERBUTTONDOWN:
				case EventType::CONTROLLERBUTTONUP:


				case EventType::CONTROLLERAXISMOTION:

				default:
					// Ignore oter events and pop up the event table.
					luax_pop(L, 1);
					goto poll;
				break;
				}
				luax_rawseti(L, -2, i++);
			}
			return 1;
		}

		/**
		* load event module
		*/
		LUA_EXPORT int luaopen_event(lua_State* L)
		{
			luaL_Reg methods[] = {
				{ "poll", l_event_poll },
				{ 0,	  0			}
			};
			luax_newlib(L, methods);

			return 1; 
		}

	} // namespace Lua
} // namespace JinEngine