Implement KeyPressed
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commit
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2 changed files with 28 additions and 6 deletions
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@ -1,6 +1,7 @@
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#include <SDL.h>
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#include <unordered_set>
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extern "C" {
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#include <lua.h>
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@ -11,35 +12,56 @@ extern "C" {
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#include "input.h"
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// Implement KeyPressed that basically just gets called once on process_input down = true
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// resets when the key is released again
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static std::unordered_set<int> heldKeys;
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void process_input(SDL_Keysym &keysym, bool down, lua_State *luaState) {
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lua_getglobal(luaState, "engine");
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if (lua_istable(luaState, -1)) {
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int scancode = keysym.scancode;
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if (down) {
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lua_getfield(luaState, -1, "KeyDown");
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if (lua_isfunction(luaState, -1)) {
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lua_pushinteger(luaState, keysym.scancode);
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lua_pushinteger(luaState, scancode);
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if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
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const char* error = lua_tostring(luaState, -1);
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std::cerr << "Lua error in engine.KeyDown: " << error << std::endl;
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}
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}
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if (heldKeys.find(scancode) == heldKeys.end()){
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heldKeys.insert(scancode);
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lua_pop(luaState, 1);
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lua_getfield(luaState, -1, "KeyPressed");
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if (lua_isfunction(luaState, -1)) {
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lua_pushinteger(luaState, scancode);
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if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
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const char* error = lua_tostring(luaState, -1);
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std::cerr << "Lua error in engine.KeyPressed: " << error << std::endl;
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}
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}
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}
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}
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else
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{
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lua_getfield(luaState, -1, "KeyReleased");
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if (lua_isfunction(luaState, -1)) {
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lua_pushinteger(luaState, keysym.scancode);
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lua_pushinteger(luaState, scancode);
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if (lua_pcall(luaState, 1, 0, 0) != LUA_OK) {
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const char* error = lua_tostring(luaState, -1);
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std::cerr << "Lua error in engine.KeyReleased: " << error << std::endl;
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}
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}
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heldKeys.erase(scancode);
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}
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}
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lua_pop(luaState, 1);
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}
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4
test.lua
4
test.lua
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@ -3,6 +3,6 @@ function engine.KeyReleased(key)
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print("Released key: " .. key)
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end
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function engine.KeyDown(key)
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print("Key down: " .. key)
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function engine.KeyPressed(key)
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print("Pressed key: " .. key)
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end
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