Files
esp32-lua-api/native/src/bindings/features/buttons.cpp
T
evan 75b3a2c490 refactor(api)!: one namespace per feature, screen split out
Namespaces were shared across features: `settings` was written by core, the
panel and touch, and `input` by touch and buttons. That made "does this
firmware implement the whole feature?" a question no pointer could answer.

Each namespace now belongs to exactly one feature or to core, so a feature is
a provider pointer and the compiler validates completeness:

  gui, node       -> screen, tree, under the screen feature
  settings        -> screen (rotation, theme), sys (timezone),
                     touch (calibration)
  input           -> touch, buttons

Runtime::open() no longer requires a GuiProvider; a firmware without one runs
with no screen/tree globals and reports sys.hasFeature("screen") false.
Rotation is one value again: GuiProvider::setRotation applies and persists, so
an app rotating the panel transiently puts the old value back itself.
2026-08-05 10:26:38 -04:00

85 lines
2.3 KiB
C++

#include "../helpers.h"
namespace esp32lua {
namespace bindings {
namespace {
int getButtons(lua_State* state) {
pushStrings(state, Runtime::from(state)->buttons().buttons());
return 1;
}
int isAnyPressed(lua_State* state) {
lua_pushboolean(state, Runtime::from(state)->buttons().isAnyPressed());
return 1;
}
int isPressed(lua_State* state) {
const std::string button = checkString(state, 1);
lua_pushboolean(state, Runtime::from(state)->buttons().isPressed(button));
return 1;
}
int wasPressed(lua_State* state) {
const std::string button = checkString(state, 1);
lua_pushboolean(state, Runtime::from(state)->buttons().wasPressed(button));
return 1;
}
int wasReleased(lua_State* state) {
const std::string button = checkString(state, 1);
lua_pushboolean(state, Runtime::from(state)->buttons().wasReleased(button));
return 1;
}
// @lua-module buttons ButtonsLib
// @lua-preamble ---@alias Button "up"|"down"|"left"|"right"|"confirm"|"back"
// @lua-preamble
// @lua-preamble -- Roles, not physical buttons: a device maps whatever hardware
// it has onto them, and
// @lua-preamble -- up/down/left/right are the directions tree.moveFocus already
// takes.
const luaL_Reg FUNCTIONS[] = {
// ---Returns the roles this device reports, so an app can label only the
// actions it has.
// @return Button[]
{"getAll", getButtons},
// ---Whether any button is held.
// @return boolean
{"isAnyPressed", isAnyPressed},
// ---Whether a button is held.
// @param button Button
// @return boolean
{"isPressed", isPressed},
// ---Whether a button went down since the last poll.
// @param button Button
// @return boolean
{"wasPressed", wasPressed},
// ---Whether a button came up since the last poll.
// @param button Button
// @return boolean
{"wasReleased", wasReleased},
{nullptr, nullptr},
};
} // namespace
void registerButtons(lua_State* state) {
luaL_newlib(state, FUNCTIONS);
lua_setglobal(state, "buttons");
}
} // namespace bindings
} // namespace esp32lua
// @lua-global
// ---Fired when a button goes down.
// @param button Button
// @lua-fn on_button_down
// ---Fired when a button comes up.
// @param button Button
// @lua-fn on_button_up
// ---Tap alias, fired on release like a click, after on_button_up.
// @param button Button
// @lua-fn on_button