add lua bindings

add default key mapping for Select
This commit is contained in:
Chris Danford
2005-08-01 05:14:29 +00:00
parent 29e013270c
commit 6dc9a3bbc1
2 changed files with 47 additions and 10 deletions
+43 -10
View File
@@ -160,7 +160,7 @@ Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY, // DANCE_BUTTON_UPLEFT,
NO_DEFAULT_KEY, // DANCE_BUTTON_UPRIGHT,
KEY_ENTER, // DANCE_BUTTON_START,
NO_DEFAULT_KEY, // DANCE_BUTTON_SELECT,
KEY_BACKSLASH, // DANCE_BUTTON_SELECT,
KEY_ESC, // DANCE_BUTTON_BACK
KEY_DEL, // DANCE_BUTTON_MENULEFT
KEY_PGDN, // DANCE_BUTTON_MENURIGHT
@@ -245,7 +245,7 @@ Game g_Games[NUM_GAMES] =
KEY_Cz, // PUMP_BUTTON_DOWNLEFT,
KEY_Cc, // PUMP_BUTTON_DOWNRIGHT,
KEY_ENTER, // PUMP_BUTTON_START,
NO_DEFAULT_KEY, // PUMP_BUTTON_SELECT,
KEY_BACKSLASH, // PUMP_BUTTON_SELECT,
KEY_ESC, // PUMP_BUTTON_BACK,
KEY_LEFT, // PUMP_BUTTON_MENULEFT
KEY_RIGHT, // PUMP_BUTTON_MENURIGHT
@@ -333,7 +333,7 @@ Game g_Games[NUM_GAMES] =
KEY_Cs, // EZ2_BUTTON_HANDLRLEFT,
KEY_Cf, // EZ2_BUTTON_HANDLRRIGHT,
KEY_ENTER, // EZ2_BUTTON_START,
NO_DEFAULT_KEY, // EZ2_BUTTON_SELECT,
KEY_BACKSLASH, // EZ2_BUTTON_SELECT,
KEY_ESC, // EZ2_BUTTON_BACK,
KEY_LEFT, // EZ2_BUTTON_MENULEFT
KEY_RIGHT, // EZ2_BUTTON_MENURIGHT
@@ -419,7 +419,7 @@ Game g_Games[NUM_GAMES] =
KEY_Cv, // PARA_BUTTON_UPRIGHT,
KEY_Cb, // PARA_BUTTON_RIGHT,
KEY_ENTER, // PARA_BUTTON_START,
NO_DEFAULT_KEY, // PARA_BUTTON_SELECT,
KEY_BACKSLASH, // PARA_BUTTON_SELECT,
KEY_ESC, // PARA_BUTTON_BACK
KEY_LEFT, //no default key // PARA_BUTTON_MENULEFT
KEY_RIGHT, //no default key // PARA_BUTTON_MENURIGHT
@@ -509,7 +509,7 @@ Game g_Games[NUM_GAMES] =
KEY_Cc, // DS3DDX_BUTTON_FOOTDOWNRIGHT,
KEY_Cd, // DS3DDX_BUTTON_HANDRIGHT,
KEY_ENTER, // DS3DDX_BUTTON_START,
NO_DEFAULT_KEY, // DS3DDX_BUTTON_SELECT,
KEY_BACKSLASH, // DS3DDX_BUTTON_SELECT,
KEY_ESC, // DS3DDX_BUTTON_BACK
KEY_LEFT, //no default key // DS3DDX_BUTTON_MENULEFT
KEY_RIGHT, //no default key // DS3DDX_BUTTON_MENURIGHT
@@ -604,7 +604,7 @@ Game g_Games[NUM_GAMES] =
KEY_LSHIFT, // BM_BUTTON_SCRATCHUP,
NO_DEFAULT_KEY, // BM_BUTTON_SCRATCHDOWN,
KEY_ENTER, // BM_BUTTON_START,
NO_DEFAULT_KEY, // BM_BUTTON_SELECT,
KEY_BACKSLASH, // BM_BUTTON_SELECT,
KEY_ESC, // BM_BUTTON_BACK,
KEY_LEFT, // BM_BUTTON_MENULEFT
KEY_RIGHT, // BM_BUTTON_MENURIGHT
@@ -690,7 +690,7 @@ Game g_Games[NUM_GAMES] =
KEY_Cz, // MANIAX_BUTTON_HANDLRLEFT,
KEY_Cx, // MANIAX_BUTTON_HANDLRRIGHT,
KEY_ENTER, // MANIAX_BUTTON_START,
NO_DEFAULT_KEY, // MANIAX_BUTTON_SELECT,
KEY_BACKSLASH, // MANIAX_BUTTON_SELECT,
KEY_ESC, // MANIAX_BUTTON_BACK
KEY_LEFT, // MANIAX_BUTTON_MENULEFT
KEY_RIGHT, // MANIAX_BUTTON_MENURIGHT
@@ -781,7 +781,7 @@ Game g_Games[NUM_GAMES] =
KEY_Cz, // TECHNO_BUTTON_DOWNLEFT,
KEY_Cc, // TECHNO_BUTTON_DOWNRIGHT,
KEY_ENTER, // TECHNO_BUTTON_START,
NO_DEFAULT_KEY, // TECHNO_BUTTON_SELECT,
KEY_BACKSLASH, // TECHNO_BUTTON_SELECT,
KEY_ESC, // TECHNO_BUTTON_BACK
KEY_LEFT, // TECHNO_BUTTON_MENULEFT
KEY_RIGHT, // TECHNO_BUTTON_MENURIGHT
@@ -877,7 +877,7 @@ Game g_Games[NUM_GAMES] =
KEY_Cg, // PNM_BUTTON_RIGHT_YELLOW,
KEY_Cb, // PNM_BUTTON_RIGHT_WHITE,
KEY_ENTER, // PNM_BUTTON_MENUSTART
NO_DEFAULT_KEY, // PNM_BUTTON_SELECT,
KEY_BACKSLASH, // PNM_BUTTON_SELECT,
KEY_ESC, // PNM_BUTTON_MENUBACK
KEY_LEFT, // PNM_BUTTON_MENULEFT,
KEY_RIGHT, // PNM_BUTTON_MENURIGHT,
@@ -971,7 +971,7 @@ Game g_Games[NUM_GAMES] =
KEY_Cu, // LIGHTS_BUTTON_BASS_LEFT,
KEY_Ci, // LIGHTS_BUTTON_BASS_RIGHT,
KEY_ENTER, // LIGHTS_BUTTON_START,
NO_DEFAULT_KEY, // LIGHTS_BUTTON_SELECT,
KEY_BACKSLASH, // LIGHTS_BUTTON_SELECT,
KEY_ESC, // LIGHTS_BUTTON_BACK
KEY_DEL, // LIGHTS_BUTTON_MENULEFT
KEY_PGDN, // LIGHTS_BUTTON_MENURIGHT
@@ -2808,6 +2808,39 @@ CString GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameButt
return ""; // only used in gameplay
}
// lua start
#include "LuaBinding.h"
class LunaGameManager: public Luna<GameManager>
{
public:
LunaGameManager() { LUA->Register( Register ); }
static int StepsTypeToThemedString( T* p, lua_State *L ) { lua_pushstring(L, p->StepsTypeToThemedString((StepsType)IArg(1)) ); return 1; }
static void Register(lua_State *L)
{
ADD_METHOD( StepsTypeToThemedString )
Luna<T>::Register( L );
// Add global singleton if constructed already. If it's not constructed yet,
// then we'll register it later when we reinit Lua just before
// initializing the display.
if( GAMEMAN )
{
lua_pushstring(L, "GAMEMAN");
GAMEMAN->PushSelf( L );
lua_settable(L, LUA_GLOBALSINDEX);
}
}
};
LUA_REGISTER_CLASS( GameManager )
// lua end
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
+4
View File
@@ -5,6 +5,7 @@
class Style;
class Game;
struct lua_State;
#include "GameConstantsAndTypes.h"
#include "GameInput.h"
@@ -36,6 +37,9 @@ public:
const Style* GameAndStringToStyle( const Game* pGame, CString sStyle );
static CString StyleToThemedString( const Style* s );
CString GetMenuButtonSecondaryFunction( const Game *pGame, GameButton gb ) const;
// Lua
void PushSelf( lua_State *L );
};
extern GameManager* GAMEMAN; // global and accessable from anywhere in our program