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openmw/apps/openmw/mwlua/inputbindings.cpp

446 lines
22 KiB
C++

#include "inputbindings.hpp"
#include <SDL_events.h>
#include <SDL_gamecontroller.h>
#include <SDL_mouse.h>
#include <components/lua/inputactions.hpp>
#include <components/lua/luastate.hpp>
#include <components/sdlutil/events.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/inputmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwinput/actions.hpp"
#include "luamanagerimp.hpp"
namespace sol
{
template <>
struct is_automagical<SDL_Keysym> : std::false_type
{
};
template <>
struct is_automagical<LuaUtil::InputAction::Info> : std::false_type
{
};
template <>
struct is_automagical<LuaUtil::InputAction::Registry> : std::false_type
{
};
}
namespace MWLua
{
sol::table initInputPackage(const Context& context)
{
{
sol::state_view& lua = context.mLua->sol();
if (lua["openmw_input"] != sol::nil)
return lua["openmw_input"];
}
sol::usertype<SDL_Keysym> keyEvent = context.mLua->sol().new_usertype<SDL_Keysym>("KeyEvent");
keyEvent["symbol"] = sol::readonly_property([](const SDL_Keysym& e) {
if (e.sym > 0 && e.sym <= 255)
return std::string(1, static_cast<char>(e.sym));
else
return std::string();
});
keyEvent["code"] = sol::readonly_property([](const SDL_Keysym& e) -> int { return e.scancode; });
keyEvent["withShift"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_SHIFT; });
keyEvent["withCtrl"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_CTRL; });
keyEvent["withAlt"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_ALT; });
keyEvent["withSuper"] = sol::readonly_property([](const SDL_Keysym& e) -> bool { return e.mod & KMOD_GUI; });
auto touchpadEvent = context.mLua->sol().new_usertype<SDLUtil::TouchEvent>("TouchpadEvent");
touchpadEvent["device"] = sol::readonly_property([](const SDLUtil::TouchEvent& e) -> int { return e.mDevice; });
touchpadEvent["finger"] = sol::readonly_property([](const SDLUtil::TouchEvent& e) -> int { return e.mFinger; });
touchpadEvent["position"] = sol::readonly_property([](const SDLUtil::TouchEvent& e) -> osg::Vec2f {
return { e.mX, e.mY };
});
touchpadEvent["pressure"]
= sol::readonly_property([](const SDLUtil::TouchEvent& e) -> float { return e.mPressure; });
auto inputActions = context.mLua->sol().new_usertype<LuaUtil::InputAction::Registry>("InputActions");
inputActions[sol::meta_function::index]
= [](LuaUtil::InputAction::Registry& registry, std::string_view key) { return registry[key]; };
{
auto pairs = [](LuaUtil::InputAction::Registry& registry) {
auto next = [](LuaUtil::InputAction::Registry& registry, std::string_view key)
-> sol::optional<std::tuple<std::string_view, LuaUtil::InputAction::Info>> {
std::optional<std::string_view> nextKey(registry.nextKey(key));
if (!nextKey.has_value())
return sol::nullopt;
else
return std::make_tuple(*nextKey, registry[*nextKey].value());
};
return std::make_tuple(next, registry, registry.firstKey());
};
inputActions[sol::meta_function::pairs] = pairs;
}
auto actionInfo = context.mLua->sol().new_usertype<LuaUtil::InputAction::Info>("ActionInfo");
actionInfo["key"] = sol::readonly_property(
[](const LuaUtil::InputAction::Info& info) -> std::string_view { return info.mKey; });
actionInfo["name"] = sol::readonly_property(
[](const LuaUtil::InputAction::Info& info) -> std::string_view { return info.mName; });
actionInfo["description"] = sol::readonly_property(
[](const LuaUtil::InputAction::Info& info) -> std::string_view { return info.mDescription; });
actionInfo["l10n"] = sol::readonly_property(
[](const LuaUtil::InputAction::Info& info) -> std::string_view { return info.mL10n; });
actionInfo["type"] = sol::readonly_property([](const LuaUtil::InputAction::Info& info) { return info.mType; });
actionInfo["defaultValue"]
= sol::readonly_property([](const LuaUtil::InputAction::Info& info) { return info.mDefaultValue; });
auto inputTriggers = context.mLua->sol().new_usertype<LuaUtil::InputTrigger::Registry>("InputTriggers");
inputTriggers[sol::meta_function::index]
= [](LuaUtil::InputTrigger::Registry& registry, std::string_view key) { return registry[key]; };
{
auto pairs = [](LuaUtil::InputTrigger::Registry& registry) {
auto next = [](LuaUtil::InputTrigger::Registry& registry, std::string_view key)
-> sol::optional<std::tuple<std::string_view, LuaUtil::InputTrigger::Info>> {
std::optional<std::string_view> nextKey(registry.nextKey(key));
if (!nextKey.has_value())
return sol::nullopt;
else
return std::make_tuple(*nextKey, registry[*nextKey].value());
};
return std::make_tuple(next, registry, registry.firstKey());
};
inputTriggers[sol::meta_function::pairs] = pairs;
}
auto triggerInfo = context.mLua->sol().new_usertype<LuaUtil::InputTrigger::Info>("TriggerInfo");
triggerInfo["key"] = sol::readonly_property(
[](const LuaUtil::InputTrigger::Info& info) -> std::string_view { return info.mKey; });
triggerInfo["name"] = sol::readonly_property(
[](const LuaUtil::InputTrigger::Info& info) -> std::string_view { return info.mName; });
triggerInfo["description"] = sol::readonly_property(
[](const LuaUtil::InputTrigger::Info& info) -> std::string_view { return info.mDescription; });
triggerInfo["l10n"] = sol::readonly_property(
[](const LuaUtil::InputTrigger::Info& info) -> std::string_view { return info.mL10n; });
MWBase::InputManager* input = MWBase::Environment::get().getInputManager();
sol::table api(context.mLua->sol(), sol::create);
api["ACTION_TYPE"]
= LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, LuaUtil::InputAction::Type>({
{ "Boolean", LuaUtil::InputAction::Type::Boolean },
{ "Number", LuaUtil::InputAction::Type::Number },
{ "Range", LuaUtil::InputAction::Type::Range },
}));
api["actions"] = std::ref(context.mLuaManager->inputActions());
api["registerAction"] = [manager = context.mLuaManager](sol::table options) {
LuaUtil::InputAction::Info parsedOptions;
parsedOptions.mKey = options["key"].get<std::string_view>();
parsedOptions.mType = options["type"].get<LuaUtil::InputAction::Type>();
parsedOptions.mL10n = options["l10n"].get<std::string_view>();
parsedOptions.mName = options["name"].get<std::string_view>();
parsedOptions.mDescription = options["description"].get<std::string_view>();
parsedOptions.mDefaultValue = options["defaultValue"].get<sol::main_object>();
manager->inputActions().insert(std::move(parsedOptions));
};
api["bindAction"] = [manager = context.mLuaManager](
std::string_view key, const sol::table& callback, sol::table dependencies) {
std::vector<std::string_view> parsedDependencies;
parsedDependencies.reserve(dependencies.size());
for (size_t i = 1; i <= dependencies.size(); ++i)
{
sol::object dependency = dependencies[i];
if (!dependency.is<std::string_view>())
throw std::domain_error("The dependencies argument must be a list of Action keys");
parsedDependencies.push_back(dependency.as<std::string_view>());
}
if (!manager->inputActions().bind(key, LuaUtil::Callback::fromLua(callback), parsedDependencies))
throw std::domain_error("Cyclic action binding");
};
api["registerActionHandler"]
= [manager = context.mLuaManager](std::string_view key, const sol::table& callback) {
manager->inputActions().registerHandler(key, LuaUtil::Callback::fromLua(callback));
};
api["getBooleanActionValue"] = [manager = context.mLuaManager](std::string_view key) {
return manager->inputActions().valueOfType(key, LuaUtil::InputAction::Type::Boolean);
};
api["getNumberActionValue"] = [manager = context.mLuaManager](std::string_view key) {
return manager->inputActions().valueOfType(key, LuaUtil::InputAction::Type::Number);
};
api["getRangeActionValue"] = [manager = context.mLuaManager](std::string_view key) {
return manager->inputActions().valueOfType(key, LuaUtil::InputAction::Type::Range);
};
api["triggers"] = std::ref(context.mLuaManager->inputTriggers());
api["registerTrigger"] = [manager = context.mLuaManager](sol::table options) {
LuaUtil::InputTrigger::Info parsedOptions;
parsedOptions.mKey = options["key"].get<std::string_view>();
parsedOptions.mL10n = options["l10n"].get<std::string_view>();
parsedOptions.mName = options["name"].get<std::string_view>();
parsedOptions.mDescription = options["description"].get<std::string_view>();
manager->inputTriggers().insert(std::move(parsedOptions));
};
api["registerTriggerHandler"]
= [manager = context.mLuaManager](std::string_view key, const sol::table& callback) {
manager->inputTriggers().registerHandler(key, LuaUtil::Callback::fromLua(callback));
};
api["activateTrigger"]
= [manager = context.mLuaManager](std::string_view key) { manager->inputTriggers().activate(key); };
api["isIdle"] = [input]() { return input->isIdle(); };
api["isActionPressed"] = [input](int action) { return input->actionIsActive(action); };
api["isKeyPressed"] = [](SDL_Scancode code) -> bool {
int maxCode;
const auto* state = SDL_GetKeyboardState(&maxCode);
if (code >= 0 && code < maxCode)
return state[code] != 0;
else
return false;
};
api["isShiftPressed"] = []() -> bool { return SDL_GetModState() & KMOD_SHIFT; };
api["isCtrlPressed"] = []() -> bool { return SDL_GetModState() & KMOD_CTRL; };
api["isAltPressed"] = []() -> bool { return SDL_GetModState() & KMOD_ALT; };
api["isSuperPressed"] = []() -> bool { return SDL_GetModState() & KMOD_GUI; };
api["isControllerButtonPressed"] = [input](int button) {
return input->isControllerButtonPressed(static_cast<SDL_GameControllerButton>(button));
};
api["isMouseButtonPressed"]
= [](int button) -> bool { return SDL_GetMouseState(nullptr, nullptr) & SDL_BUTTON(button); };
api["_isGamepadCursorActive"] = [input]() -> bool { return input->isGamepadGuiCursorEnabled(); };
api["_setGamepadCursorActive"] = [input](bool v) {
input->setGamepadGuiCursorEnabled(v);
MWBase::Environment::get().getWindowManager()->setCursorActive(v);
};
api["getMouseMoveX"] = [input]() { return input->getMouseMoveX(); };
api["getMouseMoveY"] = [input]() { return input->getMouseMoveY(); };
api["getAxisValue"] = [input](int axis) {
if (axis < SDL_CONTROLLER_AXIS_MAX)
return input->getControllerAxisValue(static_cast<SDL_GameControllerAxis>(axis));
else
return input->getActionValue(axis - SDL_CONTROLLER_AXIS_MAX) * 2 - 1;
};
// input.CONTROL_SWITCH is deprecated, remove after releasing 0.49
api["getControlSwitch"] = [input](std::string_view key) { return input->getControlSwitch(key); };
api["setControlSwitch"] = [input](std::string_view key, bool v) { input->toggleControlSwitch(key, v); };
api["getKeyName"] = [](SDL_Scancode code) { return SDL_GetScancodeName(code); };
api["ACTION"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, MWInput::Actions>({
{ "GameMenu", MWInput::A_GameMenu },
{ "Screenshot", MWInput::A_Screenshot },
{ "Inventory", MWInput::A_Inventory },
{ "Console", MWInput::A_Console },
{ "MoveLeft", MWInput::A_MoveLeft },
{ "MoveRight", MWInput::A_MoveRight },
{ "MoveForward", MWInput::A_MoveForward },
{ "MoveBackward", MWInput::A_MoveBackward },
{ "Activate", MWInput::A_Activate },
{ "Use", MWInput::A_Use },
{ "Jump", MWInput::A_Jump },
{ "AutoMove", MWInput::A_AutoMove },
{ "Rest", MWInput::A_Rest },
{ "Journal", MWInput::A_Journal },
{ "Run", MWInput::A_Run },
{ "CycleSpellLeft", MWInput::A_CycleSpellLeft },
{ "CycleSpellRight", MWInput::A_CycleSpellRight },
{ "CycleWeaponLeft", MWInput::A_CycleWeaponLeft },
{ "CycleWeaponRight", MWInput::A_CycleWeaponRight },
{ "AlwaysRun", MWInput::A_AlwaysRun },
{ "Sneak", MWInput::A_Sneak },
{ "QuickSave", MWInput::A_QuickSave },
{ "QuickLoad", MWInput::A_QuickLoad },
{ "QuickMenu", MWInput::A_QuickMenu },
{ "ToggleWeapon", MWInput::A_ToggleWeapon },
{ "ToggleSpell", MWInput::A_ToggleSpell },
{ "TogglePOV", MWInput::A_TogglePOV },
{ "QuickKey1", MWInput::A_QuickKey1 },
{ "QuickKey2", MWInput::A_QuickKey2 },
{ "QuickKey3", MWInput::A_QuickKey3 },
{ "QuickKey4", MWInput::A_QuickKey4 },
{ "QuickKey5", MWInput::A_QuickKey5 },
{ "QuickKey6", MWInput::A_QuickKey6 },
{ "QuickKey7", MWInput::A_QuickKey7 },
{ "QuickKey8", MWInput::A_QuickKey8 },
{ "QuickKey9", MWInput::A_QuickKey9 },
{ "QuickKey10", MWInput::A_QuickKey10 },
{ "QuickKeysMenu", MWInput::A_QuickKeysMenu },
{ "ToggleHUD", MWInput::A_ToggleHUD },
{ "ToggleDebug", MWInput::A_ToggleDebug },
{ "TogglePostProcessorHUD", MWInput::A_TogglePostProcessorHUD },
{ "ZoomIn", MWInput::A_ZoomIn },
{ "ZoomOut", MWInput::A_ZoomOut },
}));
// input.CONTROL_SWITCH is deprecated, remove after releasing 0.49
api["CONTROL_SWITCH"]
= LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, std::string_view>({
{ "Controls", "playercontrols" },
{ "Fighting", "playerfighting" },
{ "Jumping", "playerjumping" },
{ "Looking", "playerlooking" },
{ "Magic", "playermagic" },
{ "ViewMode", "playerviewswitch" },
{ "VanityMode", "vanitymode" },
}));
api["CONTROLLER_BUTTON"]
= LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, SDL_GameControllerButton>({
{ "A", SDL_CONTROLLER_BUTTON_A },
{ "B", SDL_CONTROLLER_BUTTON_B },
{ "X", SDL_CONTROLLER_BUTTON_X },
{ "Y", SDL_CONTROLLER_BUTTON_Y },
{ "Back", SDL_CONTROLLER_BUTTON_BACK },
{ "Guide", SDL_CONTROLLER_BUTTON_GUIDE },
{ "Start", SDL_CONTROLLER_BUTTON_START },
{ "LeftStick", SDL_CONTROLLER_BUTTON_LEFTSTICK },
{ "RightStick", SDL_CONTROLLER_BUTTON_RIGHTSTICK },
{ "LeftShoulder", SDL_CONTROLLER_BUTTON_LEFTSHOULDER },
{ "RightShoulder", SDL_CONTROLLER_BUTTON_RIGHTSHOULDER },
{ "DPadUp", SDL_CONTROLLER_BUTTON_DPAD_UP },
{ "DPadDown", SDL_CONTROLLER_BUTTON_DPAD_DOWN },
{ "DPadLeft", SDL_CONTROLLER_BUTTON_DPAD_LEFT },
{ "DPadRight", SDL_CONTROLLER_BUTTON_DPAD_RIGHT },
}));
api["CONTROLLER_AXIS"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, int>({
{ "LeftX", SDL_CONTROLLER_AXIS_LEFTX },
{ "LeftY", SDL_CONTROLLER_AXIS_LEFTY },
{ "RightX", SDL_CONTROLLER_AXIS_RIGHTX },
{ "RightY", SDL_CONTROLLER_AXIS_RIGHTY },
{ "TriggerLeft", SDL_CONTROLLER_AXIS_TRIGGERLEFT },
{ "TriggerRight", SDL_CONTROLLER_AXIS_TRIGGERRIGHT },
{ "LookUpDown", SDL_CONTROLLER_AXIS_MAX + static_cast<int>(MWInput::A_LookUpDown) },
{ "LookLeftRight", SDL_CONTROLLER_AXIS_MAX + static_cast<int>(MWInput::A_LookLeftRight) },
{ "MoveForwardBackward", SDL_CONTROLLER_AXIS_MAX + static_cast<int>(MWInput::A_MoveForwardBackward) },
{ "MoveLeftRight", SDL_CONTROLLER_AXIS_MAX + static_cast<int>(MWInput::A_MoveLeftRight) },
}));
api["KEY"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, SDL_Scancode>({
{ "_0", SDL_SCANCODE_0 },
{ "_1", SDL_SCANCODE_1 },
{ "_2", SDL_SCANCODE_2 },
{ "_3", SDL_SCANCODE_3 },
{ "_4", SDL_SCANCODE_4 },
{ "_5", SDL_SCANCODE_5 },
{ "_6", SDL_SCANCODE_6 },
{ "_7", SDL_SCANCODE_7 },
{ "_8", SDL_SCANCODE_8 },
{ "_9", SDL_SCANCODE_9 },
{ "NP_0", SDL_SCANCODE_KP_0 },
{ "NP_1", SDL_SCANCODE_KP_1 },
{ "NP_2", SDL_SCANCODE_KP_2 },
{ "NP_3", SDL_SCANCODE_KP_3 },
{ "NP_4", SDL_SCANCODE_KP_4 },
{ "NP_5", SDL_SCANCODE_KP_5 },
{ "NP_6", SDL_SCANCODE_KP_6 },
{ "NP_7", SDL_SCANCODE_KP_7 },
{ "NP_8", SDL_SCANCODE_KP_8 },
{ "NP_9", SDL_SCANCODE_KP_9 },
{ "NP_Divide", SDL_SCANCODE_KP_DIVIDE },
{ "NP_Enter", SDL_SCANCODE_KP_ENTER },
{ "NP_Minus", SDL_SCANCODE_KP_MINUS },
{ "NP_Multiply", SDL_SCANCODE_KP_MULTIPLY },
{ "NP_Delete", SDL_SCANCODE_KP_PERIOD },
{ "NP_Plus", SDL_SCANCODE_KP_PLUS },
{ "F1", SDL_SCANCODE_F1 },
{ "F2", SDL_SCANCODE_F2 },
{ "F3", SDL_SCANCODE_F3 },
{ "F4", SDL_SCANCODE_F4 },
{ "F5", SDL_SCANCODE_F5 },
{ "F6", SDL_SCANCODE_F6 },
{ "F7", SDL_SCANCODE_F7 },
{ "F8", SDL_SCANCODE_F8 },
{ "F9", SDL_SCANCODE_F9 },
{ "F10", SDL_SCANCODE_F10 },
{ "F11", SDL_SCANCODE_F11 },
{ "F12", SDL_SCANCODE_F12 },
{ "A", SDL_SCANCODE_A },
{ "B", SDL_SCANCODE_B },
{ "C", SDL_SCANCODE_C },
{ "D", SDL_SCANCODE_D },
{ "E", SDL_SCANCODE_E },
{ "F", SDL_SCANCODE_F },
{ "G", SDL_SCANCODE_G },
{ "H", SDL_SCANCODE_H },
{ "I", SDL_SCANCODE_I },
{ "J", SDL_SCANCODE_J },
{ "K", SDL_SCANCODE_K },
{ "L", SDL_SCANCODE_L },
{ "M", SDL_SCANCODE_M },
{ "N", SDL_SCANCODE_N },
{ "O", SDL_SCANCODE_O },
{ "P", SDL_SCANCODE_P },
{ "Q", SDL_SCANCODE_Q },
{ "R", SDL_SCANCODE_R },
{ "S", SDL_SCANCODE_S },
{ "T", SDL_SCANCODE_T },
{ "U", SDL_SCANCODE_U },
{ "V", SDL_SCANCODE_V },
{ "W", SDL_SCANCODE_W },
{ "X", SDL_SCANCODE_X },
{ "Y", SDL_SCANCODE_Y },
{ "Z", SDL_SCANCODE_Z },
{ "LeftArrow", SDL_SCANCODE_LEFT },
{ "RightArrow", SDL_SCANCODE_RIGHT },
{ "UpArrow", SDL_SCANCODE_UP },
{ "DownArrow", SDL_SCANCODE_DOWN },
{ "LeftAlt", SDL_SCANCODE_LALT },
{ "LeftCtrl", SDL_SCANCODE_LCTRL },
{ "LeftBracket", SDL_SCANCODE_LEFTBRACKET },
{ "LeftSuper", SDL_SCANCODE_LGUI },
{ "LeftShift", SDL_SCANCODE_LSHIFT },
{ "RightAlt", SDL_SCANCODE_RALT },
{ "RightCtrl", SDL_SCANCODE_RCTRL },
{ "RightSuper", SDL_SCANCODE_RGUI },
{ "RightBracket", SDL_SCANCODE_RIGHTBRACKET },
{ "RightShift", SDL_SCANCODE_RSHIFT },
{ "Apostrophe", SDL_SCANCODE_APOSTROPHE },
{ "BackSlash", SDL_SCANCODE_BACKSLASH },
{ "Backspace", SDL_SCANCODE_BACKSPACE },
{ "CapsLock", SDL_SCANCODE_CAPSLOCK },
{ "Comma", SDL_SCANCODE_COMMA },
{ "Delete", SDL_SCANCODE_DELETE },
{ "End", SDL_SCANCODE_END },
{ "Enter", SDL_SCANCODE_RETURN },
{ "Equals", SDL_SCANCODE_EQUALS },
{ "Escape", SDL_SCANCODE_ESCAPE },
{ "Home", SDL_SCANCODE_HOME },
{ "Insert", SDL_SCANCODE_INSERT },
{ "Minus", SDL_SCANCODE_MINUS },
{ "NumLock", SDL_SCANCODE_NUMLOCKCLEAR },
{ "PageDown", SDL_SCANCODE_PAGEDOWN },
{ "PageUp", SDL_SCANCODE_PAGEUP },
{ "Period", SDL_SCANCODE_PERIOD },
{ "Pause", SDL_SCANCODE_PAUSE },
{ "PrintScreen", SDL_SCANCODE_PRINTSCREEN },
{ "ScrollLock", SDL_SCANCODE_SCROLLLOCK },
{ "Semicolon", SDL_SCANCODE_SEMICOLON },
{ "Slash", SDL_SCANCODE_SLASH },
{ "Space", SDL_SCANCODE_SPACE },
{ "Tab", SDL_SCANCODE_TAB },
}));
sol::state_view& lua = context.mLua->sol();
lua["openmw_input"] = LuaUtil::makeReadOnly(api);
return lua["openmw_input"];
}
}