Implement KeyPressed

This commit is contained in:
Patrick Schwarzer 2025-05-01 03:52:12 +02:00
parent b5c44e845a
commit e9f0bc17a6
2 changed files with 28 additions and 6 deletions

View file

@ -1,6 +1,7 @@
#include <SDL.h>
#include <unordered_set>
extern "C" {
#include <lua.h>
@ -11,35 +12,56 @@ extern "C" {
#include "input.h"
// Implement KeyPressed that basically just gets called once on process_input down = true
// resets when the key is released again
static std::unordered_set<int> heldKeys;
void process_input(SDL_Keysym &keysym, bool down, lua_State *luaState) {
lua_getglobal(luaState, "engine");
if (lua_istable(luaState, -1)) {
int scancode = keysym.scancode;
if (down) {
lua_getfield(luaState, -1, "KeyDown");
if (lua_isfunction(luaState, -1)) {
lua_pushinteger(luaState, keysym.scancode);
lua_pushinteger(luaState, scancode);
if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
const char* error = lua_tostring(luaState, -1);
std::cerr << "Lua error in engine.KeyDown: " << error << std::endl;
}
}
if (heldKeys.find(scancode) == heldKeys.end()){
heldKeys.insert(scancode);
lua_pop(luaState, 1);
lua_getfield(luaState, -1, "KeyPressed");
if (lua_isfunction(luaState, -1)) {
lua_pushinteger(luaState, scancode);
if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
const char* error = lua_tostring(luaState, -1);
std::cerr << "Lua error in engine.KeyPressed: " << error << std::endl;
}
}
}
}
else
{
lua_getfield(luaState, -1, "KeyReleased");
if (lua_isfunction(luaState, -1)) {
lua_pushinteger(luaState, keysym.scancode);
lua_pushinteger(luaState, scancode);
if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
const char* error = lua_tostring(luaState, -1);
std::cerr << "Lua error in engine.KeyReleased: " << error << std::endl;
}
}
heldKeys.erase(scancode);
}
}
lua_pop(luaState, 1);
}

View file

@ -3,6 +3,6 @@ function engine.KeyReleased(key)
print("Released key: " .. key)
end
function engine.KeyDown(key)
print("Key down: " .. key)
function engine.KeyPressed(key)
print("Pressed key: " .. key)
end