311 lines
7.6 KiB
C#
311 lines
7.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using System.Reflection;
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using BizHawk.Emulation.Common;
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using BizHawk.Emulation.Common.IEmulatorExtensions;
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using BizHawk.Emulation.Cores.Nintendo.NES;
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using BizHawk.Emulation.Cores.PCEngine;
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using BizHawk.Emulation.Cores.Sega.MasterSystem;
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using BizHawk.Emulation.Cores.WonderSwan;
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using BizHawk.Emulation.Cores.Consoles.Nintendo.QuickNES;
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using LuaInterface;
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namespace BizHawk.Client.Common
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{
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[Description("A library for interacting with the currently loaded emulator core")]
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public sealed class EmulatorLuaLibrary : LuaLibraryBase
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{
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[RequiredService]
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public IEmulator Emulator { get; set; }
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[OptionalService]
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public IDebuggable DebuggableCore { get; set; }
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[OptionalService]
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public IInputPollable InputPollableCore { get; set; }
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public Action FrameAdvanceCallback { get; set; }
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public Action YieldCallback { get; set; }
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public EmulatorLuaLibrary(Lua lua)
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: base(lua) { }
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public EmulatorLuaLibrary(Lua lua, Action<string> logOutputCallback)
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: base(lua, logOutputCallback) { }
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public override string Name { get { return "emu"; } }
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[LuaMethodAttributes(
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"displayvsync",
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"Sets the display vsync property of the emulator"
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)]
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public static void DisplayVsync(bool enabled)
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{
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Global.Config.VSync = enabled;
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}
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[LuaMethodAttributes(
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"frameadvance",
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"Signals to the emulator to resume emulation. Necessary for any lua script while loop or else the emulator will freeze!"
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)]
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public void FrameAdvance()
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{
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FrameAdvanceCallback();
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}
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[LuaMethodAttributes(
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"framecount",
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"Returns the current frame count"
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)]
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public int FrameCount()
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{
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return Emulator.Frame;
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}
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// TODO: what about 64 bit registers?
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[LuaMethodAttributes(
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"getregister",
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"returns the value of a cpu register or flag specified by name. For a complete list of possible registers or flags for a given core, use getregisters"
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)]
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public int GetRegister(string name)
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{
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try
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{
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if (DebuggableCore == null)
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{
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throw new NotImplementedException();
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}
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var registers = DebuggableCore.GetCpuFlagsAndRegisters();
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return registers.ContainsKey(name)
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? (int)registers[name].Value
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: 0;
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}
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catch (NotImplementedException)
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{
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Log(string.Format(
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"Error: {0} does not yet implement getregister()",
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Emulator.Attributes().CoreName));
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return 0;
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}
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}
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[LuaMethodAttributes(
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"getregisters",
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"returns the complete set of available flags and registers for a given core"
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)]
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public LuaTable GetRegisters()
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{
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var table = Lua.NewTable();
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try
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{
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if (DebuggableCore == null)
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{
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throw new NotImplementedException();
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}
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foreach (var kvp in DebuggableCore.GetCpuFlagsAndRegisters())
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{
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table[kvp.Key] = kvp.Value.Value;
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}
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}
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catch (NotImplementedException)
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{
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Log(string.Format(
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"Error: {0} does not yet implement getregisters()",
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Emulator.Attributes().CoreName));
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}
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return table;
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}
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[LuaMethodAttributes(
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"setregister",
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"sets the given register name to the given value"
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)]
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public void SetRegister(string register, int value)
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{
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try
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{
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if (DebuggableCore == null)
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{
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throw new NotImplementedException();
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}
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DebuggableCore.SetCpuRegister(register, value);
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}
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catch (NotImplementedException)
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{
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Log(string.Format(
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"Error: {0} does not yet implement setregister()",
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Emulator.Attributes().CoreName));
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}
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}
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[LuaMethodAttributes(
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"getsystemid",
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"Returns the ID string of the current core loaded. Note: No ROM loaded will return the string NULL"
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)]
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public static string GetSystemId()
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{
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return Global.Game.System;
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}
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[LuaMethodAttributes(
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"islagged",
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"returns whether or not the current frame is a lag frame"
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)]
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public bool IsLagged()
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{
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if (InputPollableCore != null)
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{
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return InputPollableCore.IsLagFrame;
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}
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else
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{
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Log(string.Format("Can not get lag information, {0} does not implement IInputPollable", Emulator.Attributes().CoreName));
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return false;
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}
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}
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[LuaMethodAttributes(
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"lagcount",
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"Returns the current lag count"
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)]
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public int LagCount()
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{
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if (InputPollableCore != null)
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{
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return InputPollableCore.LagCount;
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}
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else
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{
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Log(string.Format("Can not get lag information, {0} does not implement IInputPollable", Emulator.Attributes().CoreName));
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return 0;
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}
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}
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[LuaMethodAttributes(
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"limitframerate",
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"sets the limit framerate property of the emulator"
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)]
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public static void LimitFramerate(bool enabled)
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{
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Global.Config.ClockThrottle = enabled;
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}
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[LuaMethodAttributes(
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"minimizeframeskip",
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"Sets the autominimizeframeskip value of the emulator"
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)]
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public static void MinimizeFrameskip(bool enabled)
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{
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Global.Config.AutoMinimizeSkipping = enabled;
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}
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[LuaMethodAttributes(
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"setrenderplanes",
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"Toggles the drawing of sprites and background planes. Set to false or nil to disable a pane, anything else will draw them"
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)]
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public void SetRenderPlanes(params bool[] luaParam)
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{
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if (Emulator is NES)
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{
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// in the future, we could do something more arbitrary here.
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// but this isn't any worse than the old system
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var nes = Emulator as NES;
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var s = nes.GetSettings();
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s.DispSprites = (bool)luaParam[0];
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s.DispBackground = (bool)luaParam[1];
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nes.PutSettings(s);
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}
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else if (Emulator is QuickNES)
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{
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var quicknes = Emulator as QuickNES;
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var s = quicknes.GetSettings();
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// this core doesn't support disabling BG
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bool showsp = GetSetting(0, luaParam);
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if (showsp && s.NumSprites == 0)
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s.NumSprites = 8;
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else if (!showsp && s.NumSprites > 0)
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s.NumSprites = 0;
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quicknes.PutSettings(s);
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}
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else if (Emulator is PCEngine)
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{
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var pce = Emulator as PCEngine;
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var s = pce.GetSettings();
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s.ShowOBJ1 = GetSetting(0, luaParam);
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s.ShowBG1 = GetSetting(1, luaParam);
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if (luaParam.Length > 2)
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{
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s.ShowOBJ2 = GetSetting(2, luaParam);
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s.ShowBG2 = GetSetting(3, luaParam);
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}
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pce.PutSettings(s);
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}
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else if (Emulator is SMS)
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{
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var sms = Emulator as SMS;
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var s = sms.GetSettings();
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s.DispOBJ = GetSetting(0, luaParam);
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s.DispBG = GetSetting(1, luaParam);
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sms.PutSettings(s);
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}
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else if (Emulator is WonderSwan)
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{
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var ws = Emulator as WonderSwan;
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var s = ws.GetSettings();
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s.EnableSprites = GetSetting(0, luaParam);
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s.EnableFG = GetSetting(1, luaParam);
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s.EnableBG = GetSetting(2, luaParam);
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ws.PutSettings(s);
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}
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}
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private static bool GetSetting(int index, bool[] settings)
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{
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if (index < settings.Length)
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{
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return settings[index];
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}
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return true;
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}
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[LuaMethodAttributes(
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"yield",
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"allows a script to run while emulation is paused and interact with the gui/main window in realtime "
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)]
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public void Yield()
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{
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YieldCallback();
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}
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[LuaMethodAttributes(
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"getdisplaytype",
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"returns the display type (PAL vs NTSC) that the emulator is currently running in"
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)]
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public string GetDisplayType()
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{
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if (Global.Game != null)
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{
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var displaytype = Emulator.GetType().GetProperty("DisplayType");
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if (displaytype != null)
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{
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return displaytype.GetValue(Emulator, null).ToString();
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}
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}
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return string.Empty;
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}
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}
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}
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