add get_binding_text() for script api
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@ -60,6 +60,12 @@ input.get_bindings() -> strings array
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Returns all binding names.
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```python
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input.get_binding_text(bindname: str) -> str
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```
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Returns text representation of button by binding name.
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```python
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input.is_pressed(code: str) -> bool
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```
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@ -58,6 +58,12 @@ input.get_bindings() -> массив строк
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Возвращает названия всех доступных привязок.
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```python
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input.get_binding_text(bindname: str) -> str
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```
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Возвращает текстовое представление кнопки по имени привязки.
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```python
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input.is_active(bindname: str) -> bool
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```
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@ -64,6 +64,20 @@ static int l_get_bindings(lua::State* L) {
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return 1;
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}
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static int l_get_binding_text(lua::State* L) {
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auto bindname = lua::require_string(L, 1);
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auto index = Events::bindings.find(bindname);
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if (index == Events::bindings.end()) {
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throw std::runtime_error("unknown binding " + util::quote(bindname));
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lua::pushstring(L, "");
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} else {
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lua::pushstring(L, index->second.text());
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}
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return 1;
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}
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static int l_is_active(lua::State* L) {
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auto bindname = lua::require_string(L, 1);
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const auto& bind = Events::bindings.find(bindname);
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@ -101,6 +115,7 @@ const luaL_Reg inputlib[] = {
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{"add_callback", lua::wrap<l_add_callback>},
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{"get_mouse_pos", lua::wrap<l_get_mouse_pos>},
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{"get_bindings", lua::wrap<l_get_bindings>},
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{"get_binding_text", lua::wrap<l_get_binding_text>},
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{"is_active", lua::wrap<l_is_active>},
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{"is_pressed", lua::wrap<l_is_pressed>},
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{NULL, NULL}};
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