add lua bindings
add default key mapping for Select
This commit is contained in:
@@ -160,7 +160,7 @@ Game g_Games[NUM_GAMES] =
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NO_DEFAULT_KEY, // DANCE_BUTTON_UPLEFT,
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NO_DEFAULT_KEY, // DANCE_BUTTON_UPRIGHT,
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KEY_ENTER, // DANCE_BUTTON_START,
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NO_DEFAULT_KEY, // DANCE_BUTTON_SELECT,
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KEY_BACKSLASH, // DANCE_BUTTON_SELECT,
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KEY_ESC, // DANCE_BUTTON_BACK
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KEY_DEL, // DANCE_BUTTON_MENULEFT
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KEY_PGDN, // DANCE_BUTTON_MENURIGHT
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@@ -245,7 +245,7 @@ Game g_Games[NUM_GAMES] =
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KEY_Cz, // PUMP_BUTTON_DOWNLEFT,
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KEY_Cc, // PUMP_BUTTON_DOWNRIGHT,
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KEY_ENTER, // PUMP_BUTTON_START,
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NO_DEFAULT_KEY, // PUMP_BUTTON_SELECT,
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KEY_BACKSLASH, // PUMP_BUTTON_SELECT,
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KEY_ESC, // PUMP_BUTTON_BACK,
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KEY_LEFT, // PUMP_BUTTON_MENULEFT
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KEY_RIGHT, // PUMP_BUTTON_MENURIGHT
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@@ -333,7 +333,7 @@ Game g_Games[NUM_GAMES] =
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KEY_Cs, // EZ2_BUTTON_HANDLRLEFT,
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KEY_Cf, // EZ2_BUTTON_HANDLRRIGHT,
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KEY_ENTER, // EZ2_BUTTON_START,
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NO_DEFAULT_KEY, // EZ2_BUTTON_SELECT,
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KEY_BACKSLASH, // EZ2_BUTTON_SELECT,
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KEY_ESC, // EZ2_BUTTON_BACK,
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KEY_LEFT, // EZ2_BUTTON_MENULEFT
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KEY_RIGHT, // EZ2_BUTTON_MENURIGHT
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@@ -419,7 +419,7 @@ Game g_Games[NUM_GAMES] =
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KEY_Cv, // PARA_BUTTON_UPRIGHT,
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KEY_Cb, // PARA_BUTTON_RIGHT,
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KEY_ENTER, // PARA_BUTTON_START,
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NO_DEFAULT_KEY, // PARA_BUTTON_SELECT,
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KEY_BACKSLASH, // PARA_BUTTON_SELECT,
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KEY_ESC, // PARA_BUTTON_BACK
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KEY_LEFT, //no default key // PARA_BUTTON_MENULEFT
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KEY_RIGHT, //no default key // PARA_BUTTON_MENURIGHT
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@@ -509,7 +509,7 @@ Game g_Games[NUM_GAMES] =
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KEY_Cc, // DS3DDX_BUTTON_FOOTDOWNRIGHT,
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KEY_Cd, // DS3DDX_BUTTON_HANDRIGHT,
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KEY_ENTER, // DS3DDX_BUTTON_START,
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NO_DEFAULT_KEY, // DS3DDX_BUTTON_SELECT,
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KEY_BACKSLASH, // DS3DDX_BUTTON_SELECT,
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KEY_ESC, // DS3DDX_BUTTON_BACK
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KEY_LEFT, //no default key // DS3DDX_BUTTON_MENULEFT
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KEY_RIGHT, //no default key // DS3DDX_BUTTON_MENURIGHT
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@@ -604,7 +604,7 @@ Game g_Games[NUM_GAMES] =
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KEY_LSHIFT, // BM_BUTTON_SCRATCHUP,
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NO_DEFAULT_KEY, // BM_BUTTON_SCRATCHDOWN,
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KEY_ENTER, // BM_BUTTON_START,
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NO_DEFAULT_KEY, // BM_BUTTON_SELECT,
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KEY_BACKSLASH, // BM_BUTTON_SELECT,
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KEY_ESC, // BM_BUTTON_BACK,
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KEY_LEFT, // BM_BUTTON_MENULEFT
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KEY_RIGHT, // BM_BUTTON_MENURIGHT
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@@ -690,7 +690,7 @@ Game g_Games[NUM_GAMES] =
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KEY_Cz, // MANIAX_BUTTON_HANDLRLEFT,
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KEY_Cx, // MANIAX_BUTTON_HANDLRRIGHT,
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KEY_ENTER, // MANIAX_BUTTON_START,
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NO_DEFAULT_KEY, // MANIAX_BUTTON_SELECT,
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KEY_BACKSLASH, // MANIAX_BUTTON_SELECT,
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KEY_ESC, // MANIAX_BUTTON_BACK
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KEY_LEFT, // MANIAX_BUTTON_MENULEFT
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KEY_RIGHT, // MANIAX_BUTTON_MENURIGHT
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@@ -781,7 +781,7 @@ Game g_Games[NUM_GAMES] =
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KEY_Cz, // TECHNO_BUTTON_DOWNLEFT,
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KEY_Cc, // TECHNO_BUTTON_DOWNRIGHT,
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KEY_ENTER, // TECHNO_BUTTON_START,
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NO_DEFAULT_KEY, // TECHNO_BUTTON_SELECT,
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KEY_BACKSLASH, // TECHNO_BUTTON_SELECT,
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KEY_ESC, // TECHNO_BUTTON_BACK
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KEY_LEFT, // TECHNO_BUTTON_MENULEFT
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KEY_RIGHT, // TECHNO_BUTTON_MENURIGHT
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@@ -877,7 +877,7 @@ Game g_Games[NUM_GAMES] =
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KEY_Cg, // PNM_BUTTON_RIGHT_YELLOW,
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KEY_Cb, // PNM_BUTTON_RIGHT_WHITE,
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KEY_ENTER, // PNM_BUTTON_MENUSTART
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NO_DEFAULT_KEY, // PNM_BUTTON_SELECT,
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KEY_BACKSLASH, // PNM_BUTTON_SELECT,
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KEY_ESC, // PNM_BUTTON_MENUBACK
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KEY_LEFT, // PNM_BUTTON_MENULEFT,
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KEY_RIGHT, // PNM_BUTTON_MENURIGHT,
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@@ -971,7 +971,7 @@ Game g_Games[NUM_GAMES] =
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KEY_Cu, // LIGHTS_BUTTON_BASS_LEFT,
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KEY_Ci, // LIGHTS_BUTTON_BASS_RIGHT,
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KEY_ENTER, // LIGHTS_BUTTON_START,
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NO_DEFAULT_KEY, // LIGHTS_BUTTON_SELECT,
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KEY_BACKSLASH, // LIGHTS_BUTTON_SELECT,
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KEY_ESC, // LIGHTS_BUTTON_BACK
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KEY_DEL, // LIGHTS_BUTTON_MENULEFT
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KEY_PGDN, // LIGHTS_BUTTON_MENURIGHT
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@@ -2808,6 +2808,39 @@ CString GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameButt
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return ""; // only used in gameplay
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}
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// lua start
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#include "LuaBinding.h"
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class LunaGameManager: public Luna<GameManager>
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{
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public:
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LunaGameManager() { LUA->Register( Register ); }
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static int StepsTypeToThemedString( T* p, lua_State *L ) { lua_pushstring(L, p->StepsTypeToThemedString((StepsType)IArg(1)) ); return 1; }
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static void Register(lua_State *L)
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{
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ADD_METHOD( StepsTypeToThemedString )
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Luna<T>::Register( L );
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// Add global singleton if constructed already. If it's not constructed yet,
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// then we'll register it later when we reinit Lua just before
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// initializing the display.
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if( GAMEMAN )
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{
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lua_pushstring(L, "GAMEMAN");
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GAMEMAN->PushSelf( L );
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lua_settable(L, LUA_GLOBALSINDEX);
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}
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}
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};
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LUA_REGISTER_CLASS( GameManager )
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// lua end
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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@@ -5,6 +5,7 @@
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class Style;
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class Game;
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struct lua_State;
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#include "GameConstantsAndTypes.h"
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#include "GameInput.h"
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@@ -36,6 +37,9 @@ public:
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const Style* GameAndStringToStyle( const Game* pGame, CString sStyle );
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static CString StyleToThemedString( const Style* s );
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CString GetMenuButtonSecondaryFunction( const Game *pGame, GameButton gb ) const;
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// Lua
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void PushSelf( lua_State *L );
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};
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extern GameManager* GAMEMAN; // global and accessable from anywhere in our program
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