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/*
* Copyright 2023 jacqueline <me@jacqueline.id.au>
*
* SPDX-License-Identifier: GPL-3.0-only
*/
#include "lua/lua_controls.hpp"
#include <memory>
#include <string>
#include "lua.hpp"
#include "esp_log.h"
#include "lauxlib.h"
#include "lua.h"
#include "lvgl.h"
#include "drivers/nvs.hpp"
#include "ui/ui_events.hpp"
namespace lua {
[[maybe_unused]] static constexpr char kTag[] = "lua_controls";
static auto controls_schemes(lua_State* L) -> int {
lua_newtable(L);
lua_pushliteral(L, "Buttons Only");
lua_rawseti(L, -2,
static_cast<int>(drivers::NvsStorage::InputModes::kButtonsOnly));
lua_pushliteral(L, "D-Pad");
lua_rawseti(
L, -2,
static_cast<int>(drivers::NvsStorage::InputModes::kDirectionalWheel));
lua_pushliteral(L, "Touchwheel");
lua_rawseti(
L, -2, static_cast<int>(drivers::NvsStorage::InputModes::kRotatingWheel));
return 1;
}
static const struct luaL_Reg kControlsFuncs[] = {{"schemes", controls_schemes},
{NULL, NULL}};
static auto lua_controls(lua_State* state) -> int {
luaL_newlib(state, kControlsFuncs);
return 1;
}
auto RegisterControlsModule(lua_State* s) -> void {
luaL_requiref(s, "controls", lua_controls, true);
lua_pop(s, 1);
}
} // namespace lua
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