//----------------------------------------------------------------// void MOAIInputMgr::SetSensor ( u8 deviceID, u8 sensorID, cc8* name, u32 type ) { MOAIInputDevice* device = this->GetDevice ( deviceID ); if ( device ) { device->SetSensor ( sensorID, name, type ); } }
//----------------------------------------------------------------// void MOAIInputMgr::ReserveSensors ( u8 deviceID, u8 total ) { MOAIInputDevice* device = this->GetDevice ( deviceID ); if ( device ) { device->ReserveSensors ( total ); } }
//----------------------------------------------------------------// void MOAIInputMgr::SetDeviceActive ( u8 deviceID, bool active ) { MOAIInputDevice* device = this->GetDevice ( deviceID ); if ( device ) { device->SetActive ( active ); } }
//----------------------------------------------------------------// void MOAIInputMgr::SetDeviceExtendedName ( u8 deviceID, cc8* nameExtended ) { MOAIInputDevice* device = this->GetDevice ( deviceID ); if ( device ) { device->SetExtendedName(nameExtended); } }
//----------------------------------------------------------------// MOAISensor* MOAIInputMgr::GetSensor ( u8 deviceID, u8 sensorID ) { MOAIInputDevice* device = this->GetDevice ( deviceID ); if ( device ) { return device->GetSensor ( sensorID ); } return 0; }
//----------------------------------------------------------------// bool MOAIInputMgr::CheckSensor ( u8 deviceID, u8 sensorID, u32 type ) { MOAIInputDevice* device = this->GetDevice ( deviceID ); if ( device && device->mIsActive ) { MOAISensor* sensor = device->GetSensor ( sensorID ); return ( sensor && ( sensor->mType == type )); } return false; }
//----------------------------------------------------------------// void MOAIInputMgr::Reset () { for ( u32 i = 0; i < this->mDevices.Size (); ++i ) { MOAIInputDevice* device = this->mDevices [ i ]; if ( device ) { device->Reset (); } } this->mInput.Seek ( 0, SEEK_SET ); }
//----------------------------------------------------------------// void MOAIInputMgr::SetDevice ( u8 deviceID, cc8* name ) { MOAIInputDevice* device = new MOAIInputDevice (); device->SetName ( name ); this->mDevices.Grow ( deviceID + 1 ); this->mDevices [ deviceID ] = device; USLuaStateHandle state = USLuaRuntime::Get ().State (); this->PushLuaClassTable ( state ); //if ( state.GetFieldWithType ( -1, LUAVAR_DEVICES, LUA_TTABLE )) { device->PushLuaUserdata ( state ); lua_setfield ( state, -2, name ); //} }
//----------------------------------------------------------------// void MOAIInputMgr::SetDevice ( u8 deviceID, cc8* name ) { if ( !( deviceID < this->mDevices.Size ())) return; MOAIInputDevice* device = new MOAIInputDevice (); device->SetName ( name ); this->LuaRelease ( this->mDevices [ deviceID ]); this->mDevices [ deviceID ] = device; this->LuaRetain ( device ); MOAILuaStateHandle state = MOAILuaRuntime::Get ().State (); this->PushLuaClassTable ( state ); device->PushLuaUserdata ( state ); lua_setfield ( state, -2, name ); }