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path: root/src/lua/modules/event/je_lua_event.cpp
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/**
* Event module 
*/
#include "lua/modules/luax.h"
#include "libjin/jin.h"

namespace JinEngine
{
    namespace Lua
    {

        using namespace JinEngine;
        using namespace JinEngine::Input;

        /**
        * Load event poll, return a iterator(a table). 
        */
        static 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 other events */ 
                    luax_pop(L, 1); // pop table out
                    goto poll;
                break;
                }
                luax_rawseti(L, -2, i++);
            }
            return 1;
        }
    
        static const luaL_Reg f[] = {
            { "poll", l_event_poll },
            { 0,      0            }
        };

        /**
        * load event module
        */
        int luaopen_event(lua_State* L)
        {
            luax_newlib(L, f);
            return 1; 
        }

    } // namespace Lua
} // namespace JinEngine