#include "lua-engine.h" #include "movie.h" #include #include #include #include #include #include "zlib.h" #include "NDSSystem.h" #include "movie.h" #include "GPU_osd.h" #include "saves.h" #include "emufile.h" #ifdef WIN32 #include "main.h" #include "windows.h" #include "video.h" #endif // functions that maybe aren't part of the Lua engine // but didn't make sense to add to BaseDriver (at least not yet) static bool IsHardwareAddressValid(u32 address) { // maybe TODO? let's say everything is valid. return true; } // actual lua engine follows // adapted from gens-rr, nitsuja + upthorn extern "C" { #include "lua.h" #include "lauxlib.h" #include "lualib.h" #include "lstate.h" }; enum SpeedMode { SPEEDMODE_NORMAL, SPEEDMODE_NOTHROTTLE, SPEEDMODE_TURBO, SPEEDMODE_MAXIMUM, }; struct LuaGUIData { u32* data; int stridePix; int xOrigin, yOrigin; int xMin, yMin, xMax, yMax; }; struct LuaContextInfo { lua_State* L; // the Lua state bool started; // script has been started and hasn't yet been terminated, although it may not be currently running bool running; // script is currently running code (either the main call to the script or the callbacks it registered) bool returned; // main call to the script has returned (but it may still be active if it registered callbacks) bool crashed; // true if script has errored out bool restart; // if true, tells the script-running code to restart the script when the script stops bool restartLater; // set to true when a still-running script is stopped so that RestartAllLuaScripts can know which scripts to restart unsigned int worryCount; // counts up as the script executes, gets reset when the application is able to process messages, triggers a warning prompt if it gets too high bool stopWorrying; // set to true if the user says to let the script run forever despite appearing to be frozen bool panic; // if set to true, tells the script to terminate as soon as it can do so safely (used because directly calling lua_close() or luaL_error() is unsafe in some contexts) bool ranExit; // used to prevent a registered exit callback from ever getting called more than once bool guiFuncsNeedDeferring; // true whenever GUI drawing would be cleared by the next emulation update before it would be visible, and thus needs to be deferred until after the next emulation update int numDeferredFuncs; // number of deferred function calls accumulated, used to impose an arbitrary limit to avoid running out of memory bool ranFrameAdvance; // false if emu.frameadvance() hasn't been called yet int transparencyModifier; // values less than 255 will scale down the opacity of whatever the GUI renders, values greater than 255 will increase the opacity of anything transparent the GUI renders SpeedMode speedMode; // determines how emu.frameadvance() acts char panicMessage [72]; // a message to print if the script terminates due to panic being set std::string lastFilename; // path to where the script last ran from so that restart can work (note: storing the script in memory instead would not be useful because we always want the most up-to-date script from file) std::string nextFilename; // path to where the script should run from next, mainly used in case the restart flag is true unsigned int dataSaveKey; // crc32 of the save data key, used to decide which script should get which data... by default (if no key is specified) it's calculated from the script filename unsigned int dataLoadKey; // same as dataSaveKey but set through registerload instead of registersave if the two differ bool dataSaveLoadKeySet; // false if the data save keys are unset or set to their default value bool rerecordCountingDisabled; // true if this script has disabled rerecord counting for the savestates it loads std::vector persistVars; // names of the global variables to persist, kept here so their associated values can be output when the script exits LuaSaveData newDefaultData; // data about the default state of persisted global variables, which we save on script exit so we can detect when the default value has changed to make it easier to reset persisted variables unsigned int numMemHooks; // number of registered memory functions (1 per hooked byte) LuaGUIData guiData; // callbacks into the lua window... these don't need to exist per context the way I'm using them, but whatever void(*print)(int uid, const char* str); void(*onstart)(int uid); void(*onstop)(int uid, bool statusOK); }; std::map luaContextInfo; std::map luaStateToUIDMap; int g_numScriptsStarted = 0; bool g_anyScriptsHighSpeed = false; bool g_stopAllScriptsEnabled = true; #define USE_INFO_STACK #ifdef USE_INFO_STACK std::vector infoStack; #define GetCurrentInfo() (*infoStack.front()) // should be faster but relies on infoStack correctly being updated to always have the current info in the first element #else std::map luaStateToContextMap; #define GetCurrentInfo() (*luaStateToContextMap[L->l_G->mainthread]) // should always work but might be slower #endif //#define ASK_USER_ON_FREEZE // dialog on freeze is disabled now because it seems to be unnecessary, but this can be re-defined to enable it static std::map s_cFuncInfoMap; // using this macro you can define a callable-from-Lua function // while associating with it some information about its arguments. // that information will show up if the user tries to print the function // or otherwise convert it to a string. // (for example, "writebyte=function(addr,value)" instead of "writebyte=function:0A403490") // note that the user can always use addressof(func) if they want to retrieve the address. #define DEFINE_LUA_FUNCTION(name, argstring) \ static int name(lua_State* L); \ static const char* name##_args = s_cFuncInfoMap[name] = argstring; \ static int name(lua_State* L) #ifdef _MSC_VER #define snprintf _snprintf #define vscprintf _vscprintf #else #define stricmp strcasecmp #define strnicmp strncasecmp #define __forceinline __attribute__((always_inline)) #endif static const char* luaCallIDStrings [] = { "CALL_BEFOREEMULATION", "CALL_AFTEREMULATION", "CALL_AFTEREMULATIONGUI", "CALL_BEFOREEXIT", "CALL_BEFORESAVE", "CALL_AFTERLOAD", "CALL_ONSTART", "CALL_HOTKEY_1", "CALL_HOTKEY_2", "CALL_HOTKEY_3", "CALL_HOTKEY_4", "CALL_HOTKEY_5", "CALL_HOTKEY_6", "CALL_HOTKEY_7", "CALL_HOTKEY_8", "CALL_HOTKEY_9", "CALL_HOTKEY_10", "CALL_HOTKEY_11", "CALL_HOTKEY_12", "CALL_HOTKEY_13", "CALL_HOTKEY_14", "CALL_HOTKEY_15", "CALL_HOTKEY_16", }; static const int _makeSureWeHaveTheRightNumberOfStrings [sizeof(luaCallIDStrings)/sizeof(*luaCallIDStrings) == LUACALL_COUNT ? 1 : 0]; static const char* luaMemHookTypeStrings [] = { "MEMHOOK_WRITE", "MEMHOOK_READ", "MEMHOOK_EXEC", "MEMHOOK_WRITE_SUB", "MEMHOOK_READ_SUB", "MEMHOOK_EXEC_SUB", }; static const int _makeSureWeHaveTheRightNumberOfStrings2 [sizeof(luaMemHookTypeStrings)/sizeof(*luaMemHookTypeStrings) == LUAMEMHOOK_COUNT ? 1 : 0]; void StopScriptIfFinished(int uid, bool justReturned = false); void SetSaveKey(LuaContextInfo& info, const char* key); void SetLoadKey(LuaContextInfo& info, const char* key); void RefreshScriptStartedStatus(); void RefreshScriptSpeedStatus(); static char* rawToCString(lua_State* L, int idx=0); static const char* toCString(lua_State* L, int idx=0); static void CalculateMemHookRegions(LuaMemHookType hookType); static int memory_registerHook(lua_State* L, LuaMemHookType hookType, int defaultSize) { // get first argument: address unsigned int addr = luaL_checkinteger(L,1); //if((addr & ~0xFFFFFF) == ~0xFFFFFF) // addr &= 0xFFFFFF; // get optional second argument: size int size = defaultSize; int funcIdx = 2; if(lua_isnumber(L,2)) { size = luaL_checkinteger(L,2); if(size < 0) { size = -size; addr -= size; } funcIdx++; } // check last argument: callback function bool clearing = lua_isnil(L,funcIdx); if(!clearing) luaL_checktype(L, funcIdx, LUA_TFUNCTION); lua_settop(L,funcIdx); // get the address-to-callback table for this hook type of the current script lua_getfield(L, LUA_REGISTRYINDEX, luaMemHookTypeStrings[hookType]); // count how many callback functions we'll be displacing int numFuncsAfter = clearing ? 0 : size; int numFuncsBefore = 0; for(unsigned int i = addr; i != addr+size; i++) { lua_rawgeti(L, -1, i); if(lua_isfunction(L, -1)) numFuncsBefore++; lua_pop(L,1); } // put the callback function in the address slots for(unsigned int i = addr; i != addr+size; i++) { lua_pushvalue(L, -2); lua_rawseti(L, -2, i); } // adjust the count of active hooks LuaContextInfo& info = GetCurrentInfo(); info.numMemHooks += numFuncsAfter - numFuncsBefore; // re-cache regions of hooked memory across all scripts CalculateMemHookRegions(hookType); StopScriptIfFinished(luaStateToUIDMap[L->l_G->mainthread]); return 0; } LuaMemHookType MatchHookTypeToCPU(lua_State* L, LuaMemHookType hookType) { int cpuID = 0; int cpunameIndex = 0; if(lua_type(L,2) == LUA_TSTRING) cpunameIndex = 2; else if(lua_type(L,3) == LUA_TSTRING) cpunameIndex = 3; if(cpunameIndex) { const char* cpuName = lua_tostring(L, cpunameIndex); // if(!stricmp(cpuName, "sub") || !stricmp(cpuName, "s68k")) // cpuID = 1; lua_remove(L, cpunameIndex); } // switch(cpuID) // { // case 0: // m68k: // return hookType; // // case 1: // s68k: // switch(hookType) // { // case LUAMEMHOOK_WRITE: return LUAMEMHOOK_WRITE_SUB; // case LUAMEMHOOK_READ: return LUAMEMHOOK_READ_SUB; // case LUAMEMHOOK_EXEC: return LUAMEMHOOK_EXEC_SUB; // } // } return hookType; } DEFINE_LUA_FUNCTION(memory_registerwrite, "address,[size=1,][cpuname=\"main\",]func") { return memory_registerHook(L, MatchHookTypeToCPU(L,LUAMEMHOOK_WRITE), 1); } DEFINE_LUA_FUNCTION(memory_registerread, "address,[size=1,][cpuname=\"main\",]func") { return memory_registerHook(L, MatchHookTypeToCPU(L,LUAMEMHOOK_READ), 1); } DEFINE_LUA_FUNCTION(memory_registerexec, "address,[size=2,][cpuname=\"main\",]func") { return memory_registerHook(L, MatchHookTypeToCPU(L,LUAMEMHOOK_EXEC), 2); } DEFINE_LUA_FUNCTION(emu_registerbefore, "func") { if (!lua_isnil(L,1)) luaL_checktype(L, 1, LUA_TFUNCTION); lua_settop(L,1); lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEMULATION]); lua_insert(L,1); lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEMULATION]); StopScriptIfFinished(luaStateToUIDMap[L->l_G->mainthread]); return 1; } DEFINE_LUA_FUNCTION(emu_registerafter, "func") { if (!lua_isnil(L,1)) luaL_checktype(L, 1, LUA_TFUNCTION); lua_settop(L,1); lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATION]); lua_insert(L,1); lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATION]); StopScriptIfFinished(luaStateToUIDMap[L->l_G->mainthread]); return 1; } DEFINE_LUA_FUNCTION(emu_registerexit, "func") { if (!lua_isnil(L,1)) luaL_checktype(L, 1, LUA_TFUNCTION); lua_settop(L,1); lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEXIT]); lua_insert(L,1); lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEXIT]); StopScriptIfFinished(luaStateToUIDMap[L->l_G->mainthread]); return 1; } DEFINE_LUA_FUNCTION(emu_registerstart, "func") // TODO: use call registered LUACALL_ONSTART functions on reset { if (!lua_isnil(L,1)) luaL_checktype(L, 1, LUA_TFUNCTION); lua_settop(L,1); lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_ONSTART]); lua_insert(L,1); lua_pushvalue(L,-1); // copy the function so we can also call it lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_ONSTART]); if (!lua_isnil(L,-1) && driver->EMU_HasEmulationStarted()) lua_call(L,0,0); // call the function now since the game has already started and this start function hasn't been called yet StopScriptIfFinished(luaStateToUIDMap[L->l_G->mainthread]); return 1; } DEFINE_LUA_FUNCTION(gui_register, "func") { if (!lua_isnil(L,1)) luaL_checktype(L, 1, LUA_TFUNCTION); lua_settop(L,1); lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATIONGUI]); lua_insert(L,1); lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATIONGUI]); StopScriptIfFinished(luaStateToUIDMap[L->l_G->mainthread]); return 1; } DEFINE_LUA_FUNCTION(state_registersave, "func[,savekey]") { if (!lua_isnil(L,1)) luaL_checktype(L, 1, LUA_TFUNCTION); if (!lua_isnoneornil(L,2)) SetSaveKey(GetCurrentInfo(), rawToCString(L,2)); lua_settop(L,1); lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFORESAVE]); lua_insert(L,1); lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFORESAVE]); StopScriptIfFinished(luaStateToUIDMap[L->l_G->mainthread]); return 1; } DEFINE_LUA_FUNCTION(state_registerload, "func[,loadkey]") { if (!lua_isnil(L,1)) luaL_checktype(L, 1, LUA_TFUNCTION); if (!lua_isnoneornil(L,2)) SetLoadKey(GetCurrentInfo(), rawToCString(L,2)); lua_settop(L,1); lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTERLOAD]); lua_insert(L,1); lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTERLOAD]); StopScriptIfFinished(luaStateToUIDMap[L->l_G->mainthread]); return 1; } DEFINE_LUA_FUNCTION(input_registerhotkey, "keynum,func") { int hotkeyNumber = luaL_checkinteger(L,1); if(hotkeyNumber < 1 || hotkeyNumber > 16) { luaL_error(L, "input.registerhotkey(n,func) requires 1 <= n <= 16, but got n = %d.", hotkeyNumber); return 0; } else { const char* key = luaCallIDStrings[LUACALL_SCRIPT_HOTKEY_1 + hotkeyNumber-1]; lua_getfield(L, LUA_REGISTRYINDEX, key); lua_replace(L,1); if (!lua_isnil(L,2)) luaL_checktype(L, 2, LUA_TFUNCTION); lua_settop(L,2); lua_setfield(L, LUA_REGISTRYINDEX, key); StopScriptIfFinished(luaStateToUIDMap[L->l_G->mainthread]); return 1; } } static int doPopup(lua_State* L, const char* deftype, const char* deficon) { const char* str = toCString(L,1); const char* type = lua_type(L,2) == LUA_TSTRING ? lua_tostring(L,2) : deftype; const char* icon = lua_type(L,3) == LUA_TSTRING ? lua_tostring(L,3) : deficon; int itype = -1, iters = 0; while(itype == -1 && iters++ < 2) { if(!stricmp(type, "ok")) itype = 0; else if(!stricmp(type, "yesno")) itype = 1; else if(!stricmp(type, "yesnocancel")) itype = 2; else if(!stricmp(type, "okcancel")) itype = 3; else if(!stricmp(type, "abortretryignore")) itype = 4; else type = deftype; } assert(itype >= 0 && itype <= 4); if(!(itype >= 0 && itype <= 4)) itype = 0; int iicon = -1; iters = 0; while(iicon == -1 && iters++ < 2) { if(!stricmp(icon, "message") || !stricmp(icon, "notice")) iicon = 0; else if(!stricmp(icon, "question")) iicon = 1; else if(!stricmp(icon, "warning")) iicon = 2; else if(!stricmp(icon, "error")) iicon = 3; else icon = deficon; } assert(iicon >= 0 && iicon <= 3); if(!(iicon >= 0 && iicon <= 3)) iicon = 0; static const char * const titles [] = {"Notice", "Question", "Warning", "Error"}; const char* answer = "ok"; #ifdef _WIN32 static const int etypes [] = {MB_OK, MB_YESNO, MB_YESNOCANCEL, MB_OKCANCEL, MB_ABORTRETRYIGNORE}; static const int eicons [] = {MB_ICONINFORMATION, MB_ICONQUESTION, MB_ICONWARNING, MB_ICONERROR}; // DialogsOpen++; int uid = luaStateToUIDMap[L->l_G->mainthread]; EnableWindow(MainWindow->getHWnd(), false); // if (Full_Screen) // { // while (ShowCursor(false) >= 0); // while (ShowCursor(true) < 0); // } int ianswer = MessageBox((HWND)uid, str, titles[iicon], etypes[itype] | eicons[iicon]); EnableWindow(MainWindow->getHWnd(), true); // DialogsOpen--; switch(ianswer) { case IDOK: answer = "ok"; break; case IDCANCEL: answer = "cancel"; break; case IDABORT: answer = "abort"; break; case IDRETRY: answer = "retry"; break; case IDIGNORE: answer = "ignore"; break; case IDYES: answer = "yes"; break; case IDNO: answer = "no"; break; } #else // NYI (assume first answer for now) switch(itype) { case 0: case 3: answer = "ok"; break; case 1: case 2: answer = "yes"; break; case 4: answer = "abort"; break; } #endif lua_pushstring(L, answer); return 1; } // string gui.popup(string message, string type = "ok", string icon = "message") // string input.popup(string message, string type = "yesno", string icon = "question") DEFINE_LUA_FUNCTION(gui_popup, "message[,type=\"ok\"[,icon=\"message\"]]") { return doPopup(L, "ok", "message"); } DEFINE_LUA_FUNCTION(input_popup, "message[,type=\"yesno\"[,icon=\"question\"]]") { return doPopup(L, "yesno", "question"); } static const char* FilenameFromPath(const char* path) { const char* slash1 = strrchr(path, '\\'); const char* slash2 = strrchr(path, '/'); if(slash1) slash1++; if(slash2) slash2++; const char* rv = path; rv = std::max(rv, slash1); rv = std::max(rv, slash2); if(!rv) rv = ""; return rv; } static void toCStringConverter(lua_State* L, int i, char*& ptr, int& remaining); // compare the contents of two items on the Lua stack to determine if they differ // only works for relatively simple, saveable items (numbers, strings, bools, nil, and possibly-nested tables of those, up to a certain max length) // not the best implementation, but good enough for what it's currently used for static bool luaValueContentsDiffer(lua_State* L, int idx1, int idx2) { static const int maxLen = 8192; static char str1[maxLen]; static char str2[maxLen]; str1[0] = 0; str2[0] = 0; char* ptr1 = str1; char* ptr2 = str2; int remaining1 = maxLen; int remaining2 = maxLen; toCStringConverter(L, idx1, ptr1, remaining1); toCStringConverter(L, idx2, ptr2, remaining2); return (remaining1 != remaining2) || (strcmp(str1,str2) != 0); } // fills output with the path // also returns a pointer to the first character in the filename (non-directory) part of the path static char* ConstructScriptSaveDataPath(char* output, int bufferSize, LuaContextInfo& info) { // Get_State_File_Name(output); TODO char* slash1 = strrchr(output, '\\'); char* slash2 = strrchr(output, '/'); if(slash1) slash1[1] = '\0'; if(slash2) slash2[1] = '\0'; char* rv = output + strlen(output); strncat(output, "u.", bufferSize-(strlen(output)+1)); if(!info.dataSaveLoadKeySet) strncat(output, FilenameFromPath(info.lastFilename.c_str()), bufferSize-(strlen(output)+1)); else snprintf(output+strlen(output), bufferSize-(strlen(output)+1), "%X", info.dataSaveKey); strncat(output, ".luasav", bufferSize-(strlen(output)+1)); return rv; } // emu.persistglobalvariables({ // variable1 = defaultvalue1, // variable2 = defaultvalue2, // etc // }) // takes a table with variable names as the keys and default values as the values, // and defines each of those variables names as a global variable, // setting them equal to the values they had the last time the script exited, // or (if that isn't available) setting them equal to the provided default values. // as a special case, if you want the default value for a variable to be nil, // then put the variable name alone in quotes as an entry in the table without saying "= nil". // this special case is because tables in lua don't store nil valued entries. // also, if you change the default value that will reset the variable to the new default. DEFINE_LUA_FUNCTION(emu_persistglobalvariables, "variabletable") { int uid = luaStateToUIDMap[L->l_G->mainthread]; LuaContextInfo& info = GetCurrentInfo(); // construct a path we can load the persistent variables from char path [1024] = {0}; char* pathTypeChrPtr = ConstructScriptSaveDataPath(path, 1024, info); // load the previously-saved final variable values from file LuaSaveData exitData; { *pathTypeChrPtr = 'e'; FILE* persistFile = fopen(path, "rb"); if(persistFile) { exitData.ImportRecords(persistFile); fclose(persistFile); } } // load the previously-saved default variable values from file LuaSaveData defaultData; { *pathTypeChrPtr = 'd'; FILE* defaultsFile = fopen(path, "rb"); if(defaultsFile) { defaultData.ImportRecords(defaultsFile); fclose(defaultsFile); } } // loop through the passed-in variables, // exposing a global variable to the script for each one // while also keeping a record of their names // so we can save them (to the persistFile) later when the script exits int numTables = lua_gettop(L); for(int i = 1; i <= numTables; i++) { luaL_checktype(L, i, LUA_TTABLE); lua_pushnil(L); // before first key int keyIndex = lua_gettop(L); int valueIndex = keyIndex + 1; while(lua_next(L, i)) { int keyType = lua_type(L, keyIndex); int valueType = lua_type(L, valueIndex); if(keyType == LUA_TSTRING && valueType <= LUA_TTABLE && valueType != LUA_TLIGHTUSERDATA) { // variablename = defaultvalue, // duplicate the key first because lua_next() needs to eat that lua_pushvalue(L, keyIndex); lua_insert(L, keyIndex); } else if(keyType == LUA_TNUMBER && valueType == LUA_TSTRING) { // "variablename", // or [index] = "variablename", // defaultvalue is assumed to be nil lua_pushnil(L); } else { luaL_error(L, "'%s' = '%s' entries are not allowed in the table passed to emu.persistglobalvariables()", lua_typename(L,keyType), lua_typename(L,valueType)); } int varNameIndex = valueIndex; int defaultIndex = valueIndex+1; // keep track of the variable name for later const char* varName = lua_tostring(L, varNameIndex); info.persistVars.push_back(varName); unsigned int varNameCRC = crc32(0, (const unsigned char*)varName, strlen(varName)); info.newDefaultData.SaveRecordPartial(uid, varNameCRC, defaultIndex); // load the previous default value for this variable if it exists. // if the new default is different than the old one, // assume the user wants to set the value to the new default value // instead of the previously-saved exit value. bool attemptPersist = true; defaultData.LoadRecord(uid, varNameCRC, 1); lua_pushnil(L); if(luaValueContentsDiffer(L, defaultIndex, defaultIndex+1)) attemptPersist = false; lua_settop(L, defaultIndex); if(attemptPersist) { // load the previous saved value for this variable if it exists exitData.LoadRecord(uid, varNameCRC, 1); if(lua_gettop(L) > defaultIndex) lua_remove(L, defaultIndex); // replace value with loaded record lua_settop(L, defaultIndex); } // set the global variable lua_settable(L, LUA_GLOBALSINDEX); assert(lua_gettop(L) == keyIndex); } } return 0; } static const char* deferredGUIIDString = "lazygui"; static const char* deferredJoySetIDString = "lazyjoy"; #define MAX_DEFERRED_COUNT 16384 // store the most recent C function call from Lua (and all its arguments) // for later evaluation void DeferFunctionCall(lua_State* L, const char* idstring) { LuaContextInfo& info = GetCurrentInfo(); if(info.numDeferredFuncs < MAX_DEFERRED_COUNT) info.numDeferredFuncs++; else return; // too many deferred functions on the same frame, silently discard the rest // there might be a cleaner way of doing this using lua_pushcclosure and lua_getref int num = lua_gettop(L); // get the C function pointer //lua_CFunction cf = lua_tocfunction(L, -(num+1)); lua_CFunction cf = (L->ci->func)->value.gc->cl.c.f; assert(cf); lua_pushcfunction(L,cf); // make a list of the function and its arguments (and also pop those arguments from the stack) lua_createtable(L, num+1, 0); lua_insert(L, 1); for(int n = num+1; n > 0; n--) lua_rawseti(L, 1, n); // put the list into a global array lua_getfield(L, LUA_REGISTRYINDEX, idstring); lua_insert(L, 1); int curSize = lua_objlen(L, 1); lua_rawseti(L, 1, curSize+1); // clean the stack lua_settop(L, 0); } static const char* refStashString = "refstash"; void CallDeferredFunctions(lua_State* L, const char* idstring) { lua_getfield(L, LUA_REGISTRYINDEX, idstring); int numCalls = lua_objlen(L, -1); if(numCalls > 0) { // save and pop any extra things that were on the stack int top = lua_gettop(L); int stashRef = -1; if(top > 1) { lua_insert(L, 1); lua_getfield(L, LUA_REGISTRYINDEX, refStashString); lua_insert(L, 2); lua_createtable(L, top-1, 0); lua_insert(L, 3); for(int remaining = top; remaining-- > 1;) lua_rawseti(L, 3, remaining); assert(lua_gettop(L) == 3); stashRef = luaL_ref(L, 2); lua_pop(L, 1); } // loop through all the queued function calls for(int i = 1; i <= numCalls; i++) { lua_rawgeti(L, 1, i); // get the function+arguments list int listSize = lua_objlen(L, 2); // push the arguments and the function for(int j = 1; j <= listSize; j++) lua_rawgeti(L, 2, j); // get and pop the function lua_CFunction cf = lua_tocfunction(L, -1); lua_pop(L, 1); // shift first argument to slot 1 and call the function lua_remove(L, 2); lua_remove(L, 1); cf(L); // prepare for next iteration lua_settop(L, 0); lua_getfield(L, LUA_REGISTRYINDEX, idstring); } // clear the list of deferred functions lua_newtable(L); lua_setfield(L, LUA_REGISTRYINDEX, idstring); LuaContextInfo& info = GetCurrentInfo(); info.numDeferredFuncs -= numCalls; if(info.numDeferredFuncs < 0) info.numDeferredFuncs = 0; // restore the stack lua_settop(L, 0); if(top > 1) { lua_getfield(L, LUA_REGISTRYINDEX, refStashString); lua_rawgeti(L, 1, stashRef); for(int i = 1; i <= top-1; i++) lua_rawgeti(L, 2, i); luaL_unref(L, 1, stashRef); lua_remove(L, 2); lua_remove(L, 1); } assert(lua_gettop(L) == top - 1); } else { lua_pop(L, 1); } } bool DeferGUIFuncIfNeeded(lua_State* L) { LuaContextInfo& info = GetCurrentInfo(); if(info.speedMode == SPEEDMODE_MAXIMUM) { // if the mode is "maximum" then discard all GUI function calls // and pretend it was because we deferred them return true; } if(info.guiFuncsNeedDeferring) { // defer whatever function called this one until later DeferFunctionCall(L, deferredGUIIDString); return true; } // ok to run the function right now return false; } void worry(lua_State* L, int intensity) { LuaContextInfo& info = GetCurrentInfo(); info.worryCount += intensity; } static inline bool isalphaorunderscore(char c) { return isalpha(c) || c == '_'; } static std::vector s_tableAddressStack; // prevents infinite recursion of a table within a table (when cycle is found, print something like table:parent) static std::vector s_metacallStack; // prevents infinite recursion if something's __tostring returns another table that contains that something (when cycle is found, print the inner result without using __tostring) #define APPENDPRINT { int _n = snprintf(ptr, remaining, #define END ); if(_n >= 0) { ptr += _n; remaining -= _n; } else { remaining = 0; } } static void toCStringConverter(lua_State* L, int i, char*& ptr, int& remaining) { if(remaining <= 0) return; const char* str = ptr; // for debugging // if there is a __tostring metamethod then call it int usedMeta = luaL_callmeta(L, i, "__tostring"); if(usedMeta) { std::vector::const_iterator foundCycleIter = std::find(s_metacallStack.begin(), s_metacallStack.end(), lua_topointer(L,i)); if(foundCycleIter != s_metacallStack.end()) { lua_pop(L, 1); usedMeta = false; } else { s_metacallStack.push_back(lua_topointer(L,i)); i = lua_gettop(L); } } switch(lua_type(L, i)) { case LUA_TNONE: break; case LUA_TNIL: APPENDPRINT "nil" END break; case LUA_TBOOLEAN: APPENDPRINT lua_toboolean(L,i) ? "true" : "false" END break; case LUA_TSTRING: APPENDPRINT "%s",lua_tostring(L,i) END break; case LUA_TNUMBER: APPENDPRINT "%.12Lg",lua_tonumber(L,i) END break; case LUA_TFUNCTION: if((L->base + i-1)->value.gc->cl.c.isC) { lua_CFunction func = lua_tocfunction(L, i); std::map::iterator iter = s_cFuncInfoMap.find(func); if(iter == s_cFuncInfoMap.end()) goto defcase; APPENDPRINT "function(%s)", iter->second END } else { APPENDPRINT "function(" END Proto* p = (L->base + i-1)->value.gc->cl.l.p; int numParams = p->numparams + (p->is_vararg?1:0); for (int n=0; nnumparams; n++) { APPENDPRINT "%s", getstr(p->locvars[n].varname) END if(n != numParams-1) APPENDPRINT "," END } if(p->is_vararg) APPENDPRINT "..." END APPENDPRINT ")" END } break; defcase:default: APPENDPRINT "%s:%p",luaL_typename(L,i),lua_topointer(L,i) END break; case LUA_TTABLE: { // first make sure there's enough stack space if(!lua_checkstack(L, 4)) { // note that even if lua_checkstack never returns false, // that doesn't mean we didn't need to call it, // because calling it retrieves stack space past LUA_MINSTACK goto defcase; } std::vector::const_iterator foundCycleIter = std::find(s_tableAddressStack.begin(), s_tableAddressStack.end(), lua_topointer(L,i)); if(foundCycleIter != s_tableAddressStack.end()) { int parentNum = s_tableAddressStack.end() - foundCycleIter; if(parentNum > 1) APPENDPRINT "%s:parent^%d",luaL_typename(L,i),parentNum END else APPENDPRINT "%s:parent",luaL_typename(L,i) END } else { s_tableAddressStack.push_back(lua_topointer(L,i)); struct Scope { ~Scope(){ s_tableAddressStack.pop_back(); } } scope; APPENDPRINT "{" END lua_pushnil(L); // first key int keyIndex = lua_gettop(L); int valueIndex = keyIndex + 1; bool first = true; bool skipKey = true; // true if we're still in the "array part" of the table lua_Number arrayIndex = (lua_Number)0; while(lua_next(L, i)) { if(first) first = false; else APPENDPRINT ", " END if(skipKey) { arrayIndex += (lua_Number)1; bool keyIsNumber = (lua_type(L, keyIndex) == LUA_TNUMBER); skipKey = keyIsNumber && (lua_tonumber(L, keyIndex) == arrayIndex); } if(!skipKey) { bool keyIsString = (lua_type(L, keyIndex) == LUA_TSTRING); bool invalidLuaIdentifier = (!keyIsString || !isalphaorunderscore(*lua_tostring(L, keyIndex))); if(invalidLuaIdentifier) if(keyIsString) APPENDPRINT "['" END else APPENDPRINT "[" END toCStringConverter(L, keyIndex, ptr, remaining); // key if(invalidLuaIdentifier) if(keyIsString) APPENDPRINT "']=" END else APPENDPRINT "]=" END else APPENDPRINT "=" END } bool valueIsString = (lua_type(L, valueIndex) == LUA_TSTRING); if(valueIsString) APPENDPRINT "'" END toCStringConverter(L, valueIndex, ptr, remaining); // value if(valueIsString) APPENDPRINT "'" END lua_pop(L, 1); if(remaining <= 0) { lua_settop(L, keyIndex-1); // stack might not be clean yet if we're breaking early break; } } APPENDPRINT "}" END } } break; } if(usedMeta) { s_metacallStack.pop_back(); lua_pop(L, 1); } } static const int s_tempStrMaxLen = 64 * 1024; static char s_tempStr [s_tempStrMaxLen]; static char* rawToCString(lua_State* L, int idx) { int a = idx>0 ? idx : 1; int n = idx>0 ? idx : lua_gettop(L); char* ptr = s_tempStr; *ptr = 0; int remaining = s_tempStrMaxLen; for(int i = a; i <= n; i++) { toCStringConverter(L, i, ptr, remaining); if(i != n) APPENDPRINT " " END } if(remaining < 3) { while(remaining < 6) remaining++, ptr--; APPENDPRINT "..." END } APPENDPRINT "\r\n" END // the trailing newline is so print() can avoid having to do wasteful things to print its newline // (string copying would be wasteful and calling info.print() twice can be extremely slow) // at the cost of functions that don't want the newline needing to trim off the last two characters // (which is a very fast operation and thus acceptable in this case) return s_tempStr; } #undef APPENDPRINT #undef END // replacement for luaB_tostring() that is able to show the contents of tables (and formats numbers better, and show function prototypes) // can be called directly from lua via tostring(), assuming tostring hasn't been reassigned DEFINE_LUA_FUNCTION(tostring, "...") { char* str = rawToCString(L); str[strlen(str)-2] = 0; // hack: trim off the \r\n (which is there to simplify the print function's task) lua_pushstring(L, str); return 1; } // like rawToCString, but will check if the global Lua function tostring() // has been replaced with a custom function, and call that instead if so static const char* toCString(lua_State* L, int idx) { int a = idx>0 ? idx : 1; int n = idx>0 ? idx : lua_gettop(L); lua_getglobal(L, "tostring"); lua_CFunction cf = lua_tocfunction(L,-1); if(cf == tostring) // optimization: if using our own C tostring function, we can bypass the call through Lua and all the string object allocation that would entail { lua_pop(L,1); return rawToCString(L, idx); } else // if the user overrided the tostring function, we have to actually call it and store the temporarily allocated string it returns { lua_pushstring(L, ""); for (int i=a; i<=n; i++) { lua_pushvalue(L, -2); // function to be called lua_pushvalue(L, i); // value to print lua_call(L, 1, 1); if(lua_tostring(L, -1) == NULL) luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print")); lua_pushstring(L, (il_G->mainthread]; LuaContextInfo& info = GetCurrentInfo(); if(info.print) info.print(uid, str); else puts(str); worry(L, 100); return 0; } DEFINE_LUA_FUNCTION(emu_message, "str") { const char* str = toCString(L); driver->USR_InfoMessage(str); return 0; } // provides an easy way to copy a table from Lua // (simple assignment only makes an alias, but sometimes an independent table is desired) // currently this function only performs a shallow copy, // but I think it should be changed to do a deep copy (possibly of configurable depth?) // that maintains the internal table reference structure DEFINE_LUA_FUNCTION(copytable, "origtable") { int origIndex = 1; // we only care about the first argument int origType = lua_type(L, origIndex); if(origType == LUA_TNIL) { lua_pushnil(L); return 1; } if(origType != LUA_TTABLE) { luaL_typerror(L, 1, lua_typename(L, LUA_TTABLE)); lua_pushnil(L); return 1; } lua_createtable(L, lua_objlen(L,1), 0); int copyIndex = lua_gettop(L); lua_pushnil(L); // first key int keyIndex = lua_gettop(L); int valueIndex = keyIndex + 1; while(lua_next(L, origIndex)) { lua_pushvalue(L, keyIndex); lua_pushvalue(L, valueIndex); lua_rawset(L, copyIndex); // copytable[key] = value lua_pop(L, 1); } // copy the reference to the metatable as well, if any if(lua_getmetatable(L, origIndex)) lua_setmetatable(L, copyIndex); return 1; // return the new table } // because print traditionally shows the address of tables, // and the print function I provide instead shows the contents of tables, // I also provide this function // (otherwise there would be no way to see a table's address, AFAICT) DEFINE_LUA_FUNCTION(addressof, "table_or_function") { const void* ptr = lua_topointer(L,-1); lua_pushinteger(L, (lua_Integer)ptr); return 1; } // the following bit operations are ported from LuaBitOp 1.0.1, // because it can handle the sign bit (bit 31) correctly. /* ** Lua BitOp -- a bit operations library for Lua 5.1. ** http://bitop.luajit.org/ ** ** Copyright (C) 2008-2009 Mike Pall. All rights reserved. ** ** Permission is hereby granted, free of charge, to any person obtaining ** a copy of this software and associated documentation files (the ** "Software"), to deal in the Software without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Software, and to ** permit persons to whom the Software is furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be ** included in all copies or substantial portions of the Software. ** ** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ** ** [ MIT license: http://www.opensource.org/licenses/mit-license.php ] */ #ifdef _MSC_VER /* MSVC is stuck in the last century and doesn't have C99's stdint.h. */ typedef __int32 int32_t; typedef unsigned __int32 uint32_t; typedef unsigned __int64 uint64_t; #else #include #endif typedef int32_t SBits; typedef uint32_t UBits; typedef union { lua_Number n; #ifdef LUA_NUMBER_DOUBLE uint64_t b; #else UBits b; #endif } BitNum; /* Convert argument to bit type. */ static UBits barg(lua_State *L, int idx) { BitNum bn; UBits b; bn.n = lua_tonumber(L, idx); #if defined(LUA_NUMBER_DOUBLE) bn.n += 6755399441055744.0; /* 2^52+2^51 */ #ifdef SWAPPED_DOUBLE b = (UBits)(bn.b >> 32); #else b = (UBits)bn.b; #endif #elif defined(LUA_NUMBER_INT) || defined(LUA_NUMBER_LONG) || \ defined(LUA_NUMBER_LONGLONG) || defined(LUA_NUMBER_LONG_LONG) || \ defined(LUA_NUMBER_LLONG) if (sizeof(UBits) == sizeof(lua_Number)) b = bn.b; else b = (UBits)(SBits)bn.n; #elif defined(LUA_NUMBER_FLOAT) #error "A 'float' lua_Number type is incompatible with this library" #else #error "Unknown number type, check LUA_NUMBER_* in luaconf.h" #endif if (b == 0 && !lua_isnumber(L, idx)) luaL_typerror(L, idx, "number"); return b; } /* Return bit type. */ #define BRET(b) lua_pushnumber(L, (lua_Number)(SBits)(b)); return 1; DEFINE_LUA_FUNCTION(bit_tobit, "x") { BRET(barg(L, 1)) } DEFINE_LUA_FUNCTION(bit_bnot, "x") { BRET(~barg(L, 1)) } #define BIT_OP(func, opr) \ DEFINE_LUA_FUNCTION(func, "x1 [,x2...]") { int i; UBits b = barg(L, 1); \ for (i = lua_gettop(L); i > 1; i--) b opr barg(L, i); BRET(b) } BIT_OP(bit_band, &=) BIT_OP(bit_bor, |=) BIT_OP(bit_bxor, ^=) #define bshl(b, n) (b << n) #define bshr(b, n) (b >> n) #define bsar(b, n) ((SBits)b >> n) #define brol(b, n) ((b << n) | (b >> (32-n))) #define bror(b, n) ((b << (32-n)) | (b >> n)) #define BIT_SH(func, fn) \ DEFINE_LUA_FUNCTION(func, "x, n") { \ UBits b = barg(L, 1); UBits n = barg(L, 2) & 31; BRET(fn(b, n)) } BIT_SH(bit_lshift, bshl) BIT_SH(bit_rshift, bshr) BIT_SH(bit_arshift, bsar) BIT_SH(bit_rol, brol) BIT_SH(bit_ror, bror) DEFINE_LUA_FUNCTION(bit_bswap, "x") { UBits b = barg(L, 1); b = (b >> 24) | ((b >> 8) & 0xff00) | ((b & 0xff00) << 8) | (b << 24); BRET(b) } DEFINE_LUA_FUNCTION(bit_tohex, "x [,n]") { UBits b = barg(L, 1); SBits n = lua_isnone(L, 2) ? 8 : (SBits)barg(L, 2); const char *hexdigits = "0123456789abcdef"; char buf[8]; int i; if (n < 0) { n = -n; hexdigits = "0123456789ABCDEF"; } if (n > 8) n = 8; for (i = (int)n; --i >= 0; ) { buf[i] = hexdigits[b & 15]; b >>= 4; } lua_pushlstring(L, buf, (size_t)n); return 1; } static const struct luaL_Reg bit_funcs[] = { { "tobit", bit_tobit }, { "bnot", bit_bnot }, { "band", bit_band }, { "bor", bit_bor }, { "bxor", bit_bxor }, { "lshift", bit_lshift }, { "rshift", bit_rshift }, { "arshift", bit_arshift }, { "rol", bit_rol }, { "ror", bit_ror }, { "bswap", bit_bswap }, { "tohex", bit_tohex }, { NULL, NULL } }; /* Signed right-shifts are implementation-defined per C89/C99. ** But the de facto standard are arithmetic right-shifts on two's ** complement CPUs. This behaviour is required here, so test for it. */ #define BAD_SAR (bsar(-8, 2) != (SBits)-2) bool luabitop_validate(lua_State *L) // originally named as luaopen_bit { UBits b; lua_pushnumber(L, (lua_Number)1437217655L); b = barg(L, -1); if (b != (UBits)1437217655L || BAD_SAR) { /* Perform a simple self-test. */ const char *msg = "compiled with incompatible luaconf.h"; #ifdef LUA_NUMBER_DOUBLE #ifdef _WIN32 if (b == (UBits)1610612736L) msg = "use D3DCREATE_FPU_PRESERVE with DirectX"; #endif if (b == (UBits)1127743488L) msg = "not compiled with SWAPPED_DOUBLE"; #endif if (BAD_SAR) msg = "arithmetic right-shift broken"; luaL_error(L, "bit library self-test failed (%s)", msg); return false; } return true; } // LuaBitOp ends here DEFINE_LUA_FUNCTION(bitshift, "num,shift") { int shift = luaL_checkinteger(L,2); if (shift < 0) { lua_pushinteger(L, -shift); lua_replace(L, 2); return bit_lshift(L); } else return bit_rshift(L); } DEFINE_LUA_FUNCTION(bitbit, "whichbit") { int rv = 0; int numArgs = lua_gettop(L); for(int i = 1; i <= numArgs; i++) { int where = luaL_checkinteger(L,i); if (where >= 0 && where < 32) rv |= (1 << where); } lua_settop(L,0); BRET(rv); } int emu_wait(lua_State* L); int dontworry(LuaContextInfo& info); void indicateBusy(lua_State* L, bool busy) { // disabled because there have been complaints about this message being useless spam. // the script window's title changing should be sufficient, I guess. /* if(busy) { const char* fmt = "script became busy (frozen?)"; va_list argp; va_start(argp, fmt); luaL_where(L, 0); lua_pushvfstring(L, fmt, argp); va_end(argp); lua_concat(L, 2); LuaContextInfo& info = GetCurrentInfo(); int uid = luaStateToUIDMap[L->l_G->mainthread]; if(info.print) { info.print(uid, lua_tostring(L,-1)); info.print(uid, "\r\n"); } else { fprintf(stderr, "%s\n", lua_tostring(L,-1)); } lua_pop(L, 1); } */ #ifdef _WIN32 int uid = luaStateToUIDMap[L->l_G->mainthread]; HWND hDlg = (HWND)uid; char str [1024]; GetWindowText(hDlg, str, 1000); char* extra = strchr(str, '<'); if(busy) { if(!extra) extra = str + strlen(str), *extra++ = ' '; strcpy(extra, ""); } else { if(extra) extra[-1] = 0; } SetWindowText(hDlg, str); #endif } #define HOOKCOUNT 4096 #define MAX_WORRY_COUNT 6000 void LuaRescueHook(lua_State* L, lua_Debug *dbg) { LuaContextInfo& info = GetCurrentInfo(); info.worryCount++; if(info.stopWorrying && !info.panic) { if(info.worryCount > (MAX_WORRY_COUNT >> 2)) { // the user already said they're OK with the script being frozen, // but we don't trust their judgement completely, // so periodically update the main loop so they have a chance to manually stop it info.worryCount = 0; emu_wait(L); info.stopWorrying = true; } return; } if(info.worryCount > MAX_WORRY_COUNT || info.panic) { info.worryCount = 0; info.stopWorrying = false; bool stoprunning = true; bool stopworrying = true; if(!info.panic) { SPU_ClearOutputBuffer(); #if defined(ASK_USER_ON_FREEZE) && defined(_WIN32) DialogsOpen++; int answer = MessageBox(HWnd, "A Lua script has been running for quite a while. Maybe it is in an infinite loop.\n\nWould you like to stop the script?\n\n(Yes to stop it now,\n No to keep running and not ask again,\n Cancel to keep running but ask again later)", "Lua Alert", MB_YESNOCANCEL | MB_DEFBUTTON3 | MB_ICONASTERISK); DialogsOpen--; if(answer == IDNO) stoprunning = false; if(answer == IDCANCEL) stopworrying = false; #else stoprunning = false; #endif } if(!stoprunning && stopworrying) { info.stopWorrying = true; // don't remove the hook because we need it still running for RequestAbortLuaScript to work indicateBusy(info.L, true); } if(stoprunning) { //lua_sethook(L, NULL, 0, 0); assert(L->errfunc || L->errorJmp); luaL_error(L, info.panic ? info.panicMessage : "terminated by user"); } info.panic = false; } } void printfToOutput(const char* fmt, ...) { va_list list; va_start(list, fmt); int len = vscprintf(fmt, list); char* str = new char[len+1]; vsprintf(str, fmt, list); va_end(list); LuaContextInfo& info = GetCurrentInfo(); if(info.print) { lua_State* L = info.L; int uid = luaStateToUIDMap[L->l_G->mainthread]; info.print(uid, str); info.print(uid, "\r\n"); worry(L,300); } else { fprintf(stdout, "%s\n", str); } delete[] str; } bool FailVerifyAtFrameBoundary(lua_State* L, const char* funcName, int unstartedSeverity=2, int inframeSeverity=2) { if (!driver->EMU_HasEmulationStarted()) { static const char* msg = "cannot call %s() when emulation has not started."; switch(unstartedSeverity) { case 0: break; case 1: printfToOutput(msg, funcName); break; default: case 2: luaL_error(L, msg, funcName); break; } return true; } if(!driver->EMU_IsAtFrameBoundary()) { static const char* msg = "cannot call %s() inside an emulation frame."; switch(inframeSeverity) { case 0: break; case 1: printfToOutput(msg, funcName); break; default: case 2: luaL_error(L, msg, funcName); break; } return true; } return false; } // wrapper for EMU_StepMainLoop that provides a default implementation if ESTEP_NOT_IMPLEMENTED is returned. // which only works if called from a function whose return value will get returned to Lua directly. // TODO: actually implement the default case by making the main thread we use into a coroutine and resuming it periodically static bool stepped_emulation = false; // <-- this is the result of running the macro #define StepEmulationOnce(allowSleep, allowPause, frameSkip, disableUser, disableCore) \ switch(driver->EMU_StepMainLoop(allowSleep, allowPause, frameSkip, disableUser, disableCore)) \ { default: \ case BaseDriver::ESTEP_NOT_IMPLEMENTED: /*return lua_yield(L, 0);*/ luaL_error(L, "Lua frame advance functions are not yet implemented for this platform, and neither is the fallback implementation."); break;/*TODO*/ \ case BaseDriver::ESTEP_CALL_AGAIN: stepped_emulation = !driver->EMU_HasEmulationStarted(); break; \ case BaseDriver::ESTEP_DONE: stepped_emulation = true; break; \ } // same as StepEmulationOnce, except calls EMU_StepMainLoop multiple times if it returns ESTEP_CALL_AGAIN #define StepEmulation(allowSleep, allowPause, frameSkip, disableUser, disableCore) \ do { \ StepEmulationOnce(allowSleep, allowPause, frameSkip, disableUser, disableCore); \ if(stepped_emulation || (info).panic) break; \ } while(true) // note: caller must return the value this returns to Lua (at least if nonzero) int StepEmulationAtSpeed(lua_State* L, SpeedMode speedMode, bool allowPause) { int postponeTime; bool drawNextFrame; int worryIntensity; bool allowSleep; int frameSkip; bool disableUserFeedback; LuaContextInfo& info = GetCurrentInfo(); switch(speedMode) { default: case SPEEDMODE_NORMAL: postponeTime = 0, drawNextFrame = true, worryIntensity = 300; allowSleep = true; frameSkip = -1; disableUserFeedback = false; break; case SPEEDMODE_NOTHROTTLE: postponeTime = 250, drawNextFrame = true, worryIntensity = 200; allowSleep = driver->EMU_IsEmulationPaused(); frameSkip = driver->EMU_IsFastForwarding() ? -1 : 0; disableUserFeedback = false; break; case SPEEDMODE_TURBO: postponeTime = 500, drawNextFrame = true, worryIntensity = 150; allowSleep = driver->EMU_IsEmulationPaused(); frameSkip = 16; disableUserFeedback = false; break; case SPEEDMODE_MAXIMUM: postponeTime = 1000, drawNextFrame = false, worryIntensity = 100; allowSleep = driver->EMU_IsEmulationPaused(); frameSkip = 65535; disableUserFeedback = true; break; } driver->USR_SetDisplayPostpone(postponeTime, drawNextFrame); allowPause ? dontworry(info) : worry(L, worryIntensity); if(!allowPause && driver->EMU_IsEmulationPaused()) driver->EMU_PauseEmulation(false); StepEmulation(allowSleep, allowPause, frameSkip, disableUserFeedback, false); return 0; } // acts similar to normal emulation update DEFINE_LUA_FUNCTION(emu_emulateframe, "") { if(FailVerifyAtFrameBoundary(L, "emu.emulateframe", 0,1)) return 0; return StepEmulationAtSpeed(L, SPEEDMODE_NORMAL, false); } // acts as a fast-forward emulation update that still renders every frame DEFINE_LUA_FUNCTION(emu_emulateframefastnoskipping, "") { if(FailVerifyAtFrameBoundary(L, "emu.emulateframefastnoskipping", 0,1)) return 0; return StepEmulationAtSpeed(L, SPEEDMODE_NOTHROTTLE, false); } // acts as a fast-forward emulation update DEFINE_LUA_FUNCTION(emu_emulateframefast, "") { if(FailVerifyAtFrameBoundary(L, "emu.emulateframefast", 0,1)) return 0; return StepEmulationAtSpeed(L, SPEEDMODE_TURBO, false); } // acts as an extremely-fast-forward emulation update // that also doesn't render any graphics or generate any sounds DEFINE_LUA_FUNCTION(emu_emulateframeinvisible, "") { if(FailVerifyAtFrameBoundary(L, "emu.emulateframeinvisible", 0,1)) return 0; return StepEmulationAtSpeed(L, SPEEDMODE_MAXIMUM, false); } DEFINE_LUA_FUNCTION(emu_speedmode, "mode") { SpeedMode newSpeedMode = SPEEDMODE_NORMAL; if(lua_isnumber(L,1)) newSpeedMode = (SpeedMode)luaL_checkinteger(L,1); else { const char* str = luaL_checkstring(L,1); if(!stricmp(str, "normal")) newSpeedMode = SPEEDMODE_NORMAL; else if(!stricmp(str, "nothrottle")) newSpeedMode = SPEEDMODE_NOTHROTTLE; else if(!stricmp(str, "turbo")) newSpeedMode = SPEEDMODE_TURBO; else if(!stricmp(str, "maximum")) newSpeedMode = SPEEDMODE_MAXIMUM; } LuaContextInfo& info = GetCurrentInfo(); info.speedMode = newSpeedMode; RefreshScriptSpeedStatus(); return 0; } // tells the emulation to wait while the script is doing calculations // can call this periodically instead of emu.frameadvance // note that the user can use hotkeys at this time // (e.g. a savestate could possibly get loaded before emu.wait() returns) DEFINE_LUA_FUNCTION(emu_wait, "") { LuaContextInfo& info = GetCurrentInfo(); StepEmulationOnce(false, false, -1, true, true); dontworry(info); return 0; } DEFINE_LUA_FUNCTION(emu_frameadvance, "") { if(FailVerifyAtFrameBoundary(L, "emu.frameadvance", 0,1)) return emu_wait(L); int uid = luaStateToUIDMap[L->l_G->mainthread]; LuaContextInfo& info = GetCurrentInfo(); if(!info.ranFrameAdvance) { // otherwise we'll never see the first frame of GUI drawing if(info.speedMode != SPEEDMODE_MAXIMUM) driver->USR_RefreshScreen(); info.ranFrameAdvance = true; } return StepEmulationAtSpeed(L, info.speedMode, true); } DEFINE_LUA_FUNCTION(emu_pause, "") { driver->EMU_PauseEmulation(true); LuaContextInfo& info = GetCurrentInfo(); StepEmulation(true, true, 0, true, true); // allow the user to not have to manually unpause // after restarting a script that used emu.pause() if(info.panic) driver->EMU_PauseEmulation(false); return 0; } DEFINE_LUA_FUNCTION(emu_unpause, "") { LuaContextInfo& info = GetCurrentInfo(); driver->EMU_PauseEmulation(false); return 0; } DEFINE_LUA_FUNCTION(emu_redraw, "") { driver->USR_RefreshScreen(); worry(L,250); return 0; } DEFINE_LUA_FUNCTION(memory_readbyte, "address") { int address = luaL_checkinteger(L,1); unsigned char value = (unsigned char)(_MMU_read08(address) & 0xFF); lua_settop(L,0); lua_pushinteger(L, value); return 1; // we return the number of return values } DEFINE_LUA_FUNCTION(memory_readbytesigned, "address") { int address = luaL_checkinteger(L,1); signed char value = (signed char)(_MMU_read08(address) & 0xFF); lua_settop(L,0); lua_pushinteger(L, value); return 1; } DEFINE_LUA_FUNCTION(memory_readword, "address") { int address = luaL_checkinteger(L,1); unsigned short value = (unsigned short)(_MMU_read16(address) & 0xFFFF); lua_settop(L,0); lua_pushinteger(L, value); return 1; } DEFINE_LUA_FUNCTION(memory_readwordsigned, "address") { int address = luaL_checkinteger(L,1); signed short value = (signed short)(_MMU_read16(address) & 0xFFFF); lua_settop(L,0); lua_pushinteger(L, value); return 1; } DEFINE_LUA_FUNCTION(memory_readdword, "address") { int address = luaL_checkinteger(L,1); unsigned long value = (unsigned long)(_MMU_read32(address)); lua_settop(L,0); lua_pushinteger(L, value); return 1; } DEFINE_LUA_FUNCTION(memory_readdwordsigned, "address") { int address = luaL_checkinteger(L,1); signed long value = (signed long)(_MMU_read32(address)); lua_settop(L,0); lua_pushinteger(L, value); return 1; } DEFINE_LUA_FUNCTION(memory_writebyte, "address,value") { int address = luaL_checkinteger(L,1); unsigned char value = (unsigned char)(luaL_checkinteger(L,2) & 0xFF); _MMU_write08(address, value); return 0; } DEFINE_LUA_FUNCTION(memory_writeword, "address,value") { int address = luaL_checkinteger(L,1); unsigned short value = (unsigned short)(luaL_checkinteger(L,2) & 0xFFFF); _MMU_write16(address, value); return 0; } DEFINE_LUA_FUNCTION(memory_writedword, "address,value") { int address = luaL_checkinteger(L,1); unsigned long value = (unsigned long)(luaL_checkinteger(L,2)); _MMU_write32(address, value); return 0; } DEFINE_LUA_FUNCTION(memory_readbyterange, "address,length") { int address = luaL_checkinteger(L,1); int length = luaL_checkinteger(L,2); if(length < 0) { address += length; length = -length; } // push the array lua_createtable(L, abs(length), 0); // put all the values into the (1-based) array for(int a = address, n = 1; n <= length; a++, n++) { if(IsHardwareAddressValid(a)) { unsigned char value = (unsigned char)(_MMU_read08(address) & 0xFF); lua_pushinteger(L, value); lua_rawseti(L, -2, n); } // else leave the value nil } return 1; } DEFINE_LUA_FUNCTION(memory_isvalid, "address") { int address = luaL_checkinteger(L,1); lua_settop(L,0); lua_pushboolean(L, IsHardwareAddressValid(address)); return 1; } struct registerPointerMap { const char* registerName; unsigned int* pointer; int dataSize; }; #define RPM_ENTRY(name,var) {name, (unsigned int*)&var, sizeof(var)}, registerPointerMap arm9PointerMap [] = { RPM_ENTRY("r0", NDS_ARM9.R[0]) RPM_ENTRY("r1", NDS_ARM9.R[1]) RPM_ENTRY("r2", NDS_ARM9.R[2]) RPM_ENTRY("r3", NDS_ARM9.R[3]) RPM_ENTRY("r4", NDS_ARM9.R[4]) RPM_ENTRY("r5", NDS_ARM9.R[5]) RPM_ENTRY("r6", NDS_ARM9.R[6]) RPM_ENTRY("r7", NDS_ARM9.R[7]) RPM_ENTRY("r8", NDS_ARM9.R[8]) RPM_ENTRY("r9", NDS_ARM9.R[9]) RPM_ENTRY("r10", NDS_ARM9.R[10]) RPM_ENTRY("r11", NDS_ARM9.R[11]) RPM_ENTRY("r12", NDS_ARM9.R[12]) RPM_ENTRY("r13", NDS_ARM9.R[13]) RPM_ENTRY("r14", NDS_ARM9.R[14]) RPM_ENTRY("r15", NDS_ARM9.R[15]) RPM_ENTRY("cpsr", NDS_ARM9.CPSR.val) RPM_ENTRY("spsr", NDS_ARM9.SPSR.val) {} }; registerPointerMap arm7PointerMap [] = { RPM_ENTRY("r0", NDS_ARM7.R[0]) RPM_ENTRY("r1", NDS_ARM7.R[1]) RPM_ENTRY("r2", NDS_ARM7.R[2]) RPM_ENTRY("r3", NDS_ARM7.R[3]) RPM_ENTRY("r4", NDS_ARM7.R[4]) RPM_ENTRY("r5", NDS_ARM7.R[5]) RPM_ENTRY("r6", NDS_ARM7.R[6]) RPM_ENTRY("r7", NDS_ARM7.R[7]) RPM_ENTRY("r8", NDS_ARM7.R[8]) RPM_ENTRY("r9", NDS_ARM7.R[9]) RPM_ENTRY("r10", NDS_ARM7.R[10]) RPM_ENTRY("r11", NDS_ARM7.R[11]) RPM_ENTRY("r12", NDS_ARM7.R[12]) RPM_ENTRY("r13", NDS_ARM7.R[13]) RPM_ENTRY("r14", NDS_ARM7.R[14]) RPM_ENTRY("r15", NDS_ARM7.R[15]) RPM_ENTRY("cpsr", NDS_ARM7.CPSR.val) RPM_ENTRY("spsr", NDS_ARM7.SPSR.val) {} }; struct cpuToRegisterMap { const char* cpuName; registerPointerMap* rpmap; } cpuToRegisterMaps [] = { {"arm9.", arm9PointerMap}, {"main.", arm9PointerMap}, {"arm7.", arm7PointerMap}, {"sub.", arm7PointerMap}, {"", arm9PointerMap}, }; DEFINE_LUA_FUNCTION(memory_getregister, "cpu_dot_registername_string") { const char* qualifiedRegisterName = luaL_checkstring(L,1); lua_settop(L,0); for(int cpu = 0; cpu < sizeof(cpuToRegisterMaps)/sizeof(*cpuToRegisterMaps); cpu++) { cpuToRegisterMap ctrm = cpuToRegisterMaps[cpu]; int cpuNameLen = strlen(ctrm.cpuName); if(!strnicmp(qualifiedRegisterName, ctrm.cpuName, cpuNameLen)) { qualifiedRegisterName += cpuNameLen; for(int reg = 0; ctrm.rpmap[reg].dataSize; reg++) { registerPointerMap rpm = ctrm.rpmap[reg]; if(!stricmp(qualifiedRegisterName, rpm.registerName)) { switch(rpm.dataSize) { default: case 1: lua_pushinteger(L, *(unsigned char*)rpm.pointer); break; case 2: lua_pushinteger(L, *(unsigned short*)rpm.pointer); break; case 4: lua_pushinteger(L, *(unsigned long*)rpm.pointer); break; } return 1; } } lua_pushnil(L); return 1; } } lua_pushnil(L); return 1; } DEFINE_LUA_FUNCTION(memory_setregister, "cpu_dot_registername_string,value") { const char* qualifiedRegisterName = luaL_checkstring(L,1); unsigned long value = (unsigned long)(luaL_checkinteger(L,2)); lua_settop(L,0); for(int cpu = 0; cpu < sizeof(cpuToRegisterMaps)/sizeof(*cpuToRegisterMaps); cpu++) { cpuToRegisterMap ctrm = cpuToRegisterMaps[cpu]; int cpuNameLen = strlen(ctrm.cpuName); if(!strnicmp(qualifiedRegisterName, ctrm.cpuName, cpuNameLen)) { qualifiedRegisterName += cpuNameLen; for(int reg = 0; ctrm.rpmap[reg].dataSize; reg++) { registerPointerMap rpm = ctrm.rpmap[reg]; if(!stricmp(qualifiedRegisterName, rpm.registerName)) { switch(rpm.dataSize) { default: case 1: *(unsigned char*)rpm.pointer = (unsigned char)(value & 0xFF); break; case 2: *(unsigned short*)rpm.pointer = (unsigned short)(value & 0xFFFF); break; case 4: *(unsigned long*)rpm.pointer = value; break; } return 0; } } return 0; } } return 0; } DEFINE_LUA_FUNCTION(state_create, "[location]") { if(lua_isnumber(L,1)) { // simply return the integer that got passed in // (that's as good a savestate object as any for a numbered savestate slot) lua_settop(L,1); return 1; } // allocate a pointer to an in-memory/anonymous savestate EMUFILE_MEMORY** ppEmuFile = (EMUFILE_MEMORY**)lua_newuserdata(L, sizeof(EMUFILE_MEMORY*)); *ppEmuFile = new EMUFILE_MEMORY(); luaL_getmetatable(L, "EMUFILE_MEMORY*"); lua_setmetatable(L, -2); return 1; } // savestate.save(location [, option]) // saves the current emulation state to the given location // you can pass in either a savestate file number (an integer), // OR you can pass in a savestate object that was returned by savestate.create() // if option is "quiet" then any warning messages will be suppressed // if option is "scriptdataonly" then the state will not actually be saved, but any save callbacks will still get called and their results will be saved (see savestate.registerload()/savestate.registersave()) DEFINE_LUA_FUNCTION(state_save, "location[,option]") { //const char* option = (lua_type(L,2) == LUA_TSTRING) ? lua_tostring(L,2) : NULL; //if(option) //{ // if(!stricmp(option, "quiet")) // I'm not sure if saving can generate warning messages, but we might as well support suppressing them should they turn out to exist // g_disableStatestateWarnings = true; // else if(!stricmp(option, "scriptdataonly")) // TODO // g_onlyCallSavestateCallbacks = true; //} //struct Scope { ~Scope(){ g_disableStatestateWarnings = false; g_onlyCallSavestateCallbacks = false; } } scope; // needs to run even if the following code throws an exception... maybe I should have put this in a "finally" block instead, but this project seems to have something against using the "try" statement if(/*!g_onlyCallSavestateCallbacks &&*/ FailVerifyAtFrameBoundary(L, "savestate.save", 2,2)) return 0; int type = lua_type(L,1); switch(type) { case LUA_TNUMBER: // numbered save file default: { int stateNumber = luaL_checkinteger(L,1); savestate_slot(stateNumber); } return 0; case LUA_TUSERDATA: // in-memory save slot { EMUFILE_MEMORY** ppEmuFile = (EMUFILE_MEMORY**)luaL_checkudata(L, 1, "EMUFILE_MEMORY*"); (*ppEmuFile)->fseek(0, SEEK_SET); if((*ppEmuFile)->fail()) luaL_error(L, "failed to save, savestate object was dead."); savestate_save(*ppEmuFile, 0); if((*ppEmuFile)->fail()) luaL_error(L, "failed to save savestate!"); if((*ppEmuFile)->size() == 0) luaL_error(L, "failed to save, savestate became empty somehow."); } return 0; } } // savestate.load(location [, option]) // loads the current emulation state from the given location // you can pass in either a savestate file number (an integer), // OR you can pass in a savestate object that was returned by savestate.create() and has already saved to with savestate.save() // if option is "quiet" then any warning messages will be suppressed // if option is "scriptdataonly" then the state will not actually be loaded, but load callbacks will still get called and supplied with the data saved by save callbacks (see savestate.registerload()/savestate.registersave()) DEFINE_LUA_FUNCTION(state_load, "location[,option]") { //const char* option = (lua_type(L,2) == LUA_TSTRING) ? lua_tostring(L,2) : NULL; //if(option) //{ // if(!stricmp(option, "quiet")) // g_disableStatestateWarnings = true; // else if(!stricmp(option, "scriptdataonly")) // TODO // g_onlyCallSavestateCallbacks = true; //} //struct Scope { ~Scope(){ g_disableStatestateWarnings = false; g_onlyCallSavestateCallbacks = false; } } scope; // needs to run even if the following code throws an exception... maybe I should have put this in a "finally" block instead, but this project seems to have something against using the "try" statement if(/*!g_onlyCallSavestateCallbacks &&*/ FailVerifyAtFrameBoundary(L, "savestate.load", 2,2)) return 0; // g_disableStatestateWarnings = lua_toboolean(L,2) != 0; int type = lua_type(L,1); switch(type) { case LUA_TNUMBER: // numbered save file default: { //LuaContextInfo& info = GetCurrentInfo(); //if(info.rerecordCountingDisabled) // SkipNextRerecordIncrement = true; int stateNumber = luaL_checkinteger(L,1); loadstate_slot(stateNumber); } return 0; case LUA_TUSERDATA: // in-memory save slot { EMUFILE_MEMORY** ppEmuFile = (EMUFILE_MEMORY**)luaL_checkudata(L, 1, "EMUFILE_MEMORY*"); (*ppEmuFile)->fseek(0, SEEK_SET); if((*ppEmuFile)->fail()) luaL_error(L, "failed to load, savestate object was dead."); if((*ppEmuFile)->size() == 0) luaL_error(L, "failed to load, savestate wasn't saved first."); savestate_load(*ppEmuFile); if((*ppEmuFile)->fail()) luaL_error(L, "failed to load savestate!"); } return 0; } } // savestate.loadscriptdata(location) // returns the user data associated with the given savestate // without actually loading the rest of that savestate or calling any callbacks. // you can pass in either a savestate file number (an integer), // OR you can pass in a savestate object that was returned by savestate.create() // but note that currently only non-anonymous savestates can have associated scriptdata // // also note that this returns the same values // that would be passed into a registered load function. // the main reason this exists also is so you can register a load function that // chooses whether or not to load the scriptdata instead of always loading it, // and also to provide a nicer interface for loading scriptdata // without needing to trigger savestate loading first DEFINE_LUA_FUNCTION(state_loadscriptdata, "location") { int type = lua_type(L,1); switch(type) { case LUA_TNUMBER: // numbered save file default: { // TODO //int stateNumber = luaL_checkinteger(L,1); //Set_Current_State(stateNumber, false,false); //char Name [1024] = {0}; //Get_State_File_Name(Name); //{ // LuaSaveData saveData; // char luaSaveFilename [512]; // strncpy(luaSaveFilename, Name, 512); // luaSaveFilename[512-(1+7/*strlen(".luasav")*/)] = '\0'; // strcat(luaSaveFilename, ".luasav"); // FILE* luaSaveFile = fopen(luaSaveFilename, "rb"); // if(luaSaveFile) // { // saveData.ImportRecords(luaSaveFile); // fclose(luaSaveFile); // int uid = luaStateToUIDMap[L->l_G->mainthread]; // LuaContextInfo& info = GetCurrentInfo(); // lua_settop(L, 0); // saveData.LoadRecord(uid, info.dataLoadKey, (unsigned int)-1); // return lua_gettop(L); // } //} } return 0; case LUA_TUSERDATA: // in-memory save slot { // there can be no user data associated with those, at least not yet } return 0; } } // savestate.savescriptdata(location) // same as savestate.save(location, "scriptdataonly") // only provided for consistency with savestate.loadscriptdata(location) DEFINE_LUA_FUNCTION(state_savescriptdata, "location") { lua_settop(L, 1); lua_pushstring(L, "scriptdataonly"); return state_save(L); } #ifndef PUBLIC_RELEASE #include "gfx3d.h" class EMUFILE_MEMORY_VERIFIER : public EMUFILE_MEMORY { public: EMUFILE_MEMORY_VERIFIER(EMUFILE_MEMORY* underlying) : EMUFILE_MEMORY(underlying->get_vec()) { } std::vector differences; virtual void fwrite(const void *ptr, size_t bytes) { if(!failbit) { u8* dst = buf()+pos; const u8* src = (const u8*)ptr; int differencesAddedThisCall = 0; for(int i = pos; i < (int)bytes+pos; i++) { if(*src != *dst) { if(differences.size() == 100) failbit = true; else { char temp [256]; sprintf(temp, " " /*"mismatch at "*/ "byte %d(0x%X at 0x%X): %d(0x%X) != %d(0x%X)\n", i, i, dst, *src,*src, *dst,*dst); if(ptr == GPU_screen || ptr == gfx3d_convertedScreen) // ignore screen-only differences since frame skipping can cause them and it's probably ok break; differences.push_back(temp); // <-- probably the best place for a breakpoint if(++differencesAddedThisCall == 4) break; } } src++; dst++; } } pos += bytes; } }; // like savestate.save() except instead of actually saving // it compares against what's already in the savestate // and throws an error if any differences are found. // only useful for development (catching desyncs). DEFINE_LUA_FUNCTION(state_verify, "location[,option]") { int type = lua_type(L,1); switch(type) { case LUA_TNUMBER: // numbered save file default: { luaL_error(L, "savestate.verify only works for in-memory saves."); } return 0; case LUA_TUSERDATA: // in-memory save slot { EMUFILE_MEMORY** ppEmuFile = (EMUFILE_MEMORY**)luaL_checkudata(L, 1, "EMUFILE_MEMORY*"); if((*ppEmuFile)->fail()) luaL_error(L, "failed to verify, savestate object was dead."); EMUFILE_MEMORY_VERIFIER verifier (*ppEmuFile); savestate_save(&verifier, 0); if(verifier.differences.size()) { fputs("\n", stdout); for(unsigned int i = 0; i < verifier.differences.size(); i++) fputs(verifier.differences[i].c_str(), stdout); luaL_error(L, "failed to verify savestate! %s", verifier.differences[0].c_str()); } } return 0; } } #endif //joypad lib static const char *button_mappings[] = { // G E W X Y A B S T U D L R F "debug","R","L","X","Y","A","B","start","select","up","down","left","right","lid" }; static int joy_getArgControllerNum(lua_State* L, int& index) { // well, I think there's only one controller, // but this should probably stay here for cross-emulator consistency int type = lua_type(L,index); if(type == LUA_TSTRING || type == LUA_TNUMBER) index++; return 1; } // joypad.set(table buttons) // // Sets the joypad state (takes effect at the next frame boundary) // true -> pressed // false -> unpressed // nil -> no change DEFINE_LUA_FUNCTION(joy_set, "buttonTable") { if(movieMode == MOVIEMODE_PLAY) // don't allow tampering with a playing movie's input return 0; // (although it might be useful sometimes...) if(!NDS_isProcessingUserInput()) { // defer this function until when we are processing input DeferFunctionCall(L, deferredJoySetIDString); return 0; } int index = 1; (void)joy_getArgControllerNum(L, index); luaL_checktype(L, index, LUA_TTABLE); UserButtons& buttons = NDS_getProcessingUserInput().buttons; for(int i = 0; i < sizeof(button_mappings)/sizeof(*button_mappings); i++) { const char* name = button_mappings[i]; lua_getfield(L, index, name); if (!lua_isnil(L,-1)) { bool pressed = lua_toboolean(L,-1) != 0; buttons.array[i] = pressed; } lua_pop(L,1); } return 0; } // table joypad.read() // // Reads the joypad state (what the game sees) int joy_get_internal(lua_State* L, bool reportUp, bool reportDown) { int index = 1; (void)joy_getArgControllerNum(L, index); lua_newtable(L); const UserButtons& buttons = NDS_getFinalUserInput().buttons; for(int i = 0; i < sizeof(button_mappings)/sizeof(*button_mappings); i++) { const char* name = button_mappings[i]; bool pressed = buttons.array[i]; if((pressed && reportDown) || (!pressed && reportUp)) { lua_pushboolean(L, pressed); lua_setfield(L, -2, name); } } return 1; } // joypad.get() // returns a table of every game button, // true meaning currently-held and false meaning not-currently-held // (as of last frame boundary) // this WILL read input from a currently-playing movie DEFINE_LUA_FUNCTION(joy_get, "") { return joy_get_internal(L, true, true); } // joypad.getdown() // returns a table of every game button that is currently held DEFINE_LUA_FUNCTION(joy_getdown, "") { return joy_get_internal(L, false, true); } // joypad.getup() // returns a table of every game button that is not currently held DEFINE_LUA_FUNCTION(joy_getup, "") { return joy_get_internal(L, true, false); } // table joypad.peek() // // Reads the joypad state (what the user is currently pressing/requesting) int joy_peek_internal(lua_State* L, bool reportUp, bool reportDown) { int index = 1; (void)joy_getArgControllerNum(L, index); lua_newtable(L); const UserButtons& buttons = NDS_getRawUserInput().buttons; for(int i = 0; i < sizeof(button_mappings)/sizeof(*button_mappings); i++) { const char* name = button_mappings[i]; bool pressed = buttons.array[i]; if((pressed && reportDown) || (!pressed && reportUp)) { lua_pushboolean(L, pressed); lua_setfield(L, -2, name); } } return 1; } // joypad.peek() // returns a table of every game button, // true meaning currently-held and false meaning not-currently-held // peek checks which joypad buttons are physically pressed, // so it will NOT read input from a playing movie, // it CAN read mid-frame input, // and it will NOT pay attention to stuff like disabled L+R/U+D DEFINE_LUA_FUNCTION(joy_peek, "") { return joy_peek_internal(L, true, true); } // joypad.peekdown() // returns a table of every game button that is currently held (according to what joypad.peek() would return) DEFINE_LUA_FUNCTION(joy_peekdown, "") { return joy_peek_internal(L, false, true); } // joypad.peekup() // returns a table of every game button that is not currently held (according to what joypad.peek() would return) DEFINE_LUA_FUNCTION(joy_peekup, "") { return joy_peek_internal(L, true, false); } static const struct ColorMapping { const char* name; int value; } s_colorMapping [] = { {"white", 0xFFFFFFFF}, {"black", 0x000000FF}, {"clear", 0x00000000}, {"gray", 0x7F7F7FFF}, {"grey", 0x7F7F7FFF}, {"red", 0xFF0000FF}, {"orange", 0xFF7F00FF}, {"yellow", 0xFFFF00FF}, {"chartreuse",0x7FFF00FF}, {"green", 0x00FF00FF}, {"teal", 0x00FF7FFF}, {"cyan" , 0x00FFFFFF}, {"blue", 0x0000FFFF}, {"purple", 0x7F00FFFF}, {"magenta", 0xFF00FFFF}, }; inline int getcolor_unmodified(lua_State *L, int idx, int defaultColor) { int type = lua_type(L,idx); switch(type) { case LUA_TNUMBER: { return lua_tointeger(L,idx); } break; case LUA_TSTRING: { const char* str = lua_tostring(L,idx); if(*str == '#') { int color; sscanf(str+1, "%X", &color); int len = strlen(str+1); int missing = std::max(0, 8-len); color <<= missing << 2; if(missing >= 2) color |= 0xFF; return color; } else for(int i = 0; i 255) value = 255; switch(key) { case 1: case 'r': color |= value << 24; break; case 2: case 'g': color |= value << 16; break; case 3: case 'b': color |= value << 8; break; case 4: case 'a': color = (color & ~0xFF) | value; break; } lua_pop(L, 1); } return color; } break; case LUA_TFUNCTION: return 0; } return defaultColor; } int getcolor(lua_State *L, int idx, int defaultColor) { int color = getcolor_unmodified(L, idx, defaultColor); LuaContextInfo& info = GetCurrentInfo(); if(info.transparencyModifier != 255) { int alpha = (((color & 0xFF) * info.transparencyModifier) / 255); if(alpha > 255) alpha = 255; color = (color & ~0xFF) | alpha; } return color; } // r,g,b,a = gui.parsecolor(color) // examples: // local r,g,b = gui.parsecolor("green") // local r,g,b,a = gui.parsecolor(0x7F3FFF7F) DEFINE_LUA_FUNCTION(gui_parsecolor, "color") { int color = getcolor_unmodified(L, 1, 0); int r = (color & 0xFF000000) >> 24; int g = (color & 0x00FF0000) >> 16; int b = (color & 0x0000FF00) >> 8; int a = (color & 0x000000FF); lua_pushinteger(L, r); lua_pushinteger(L, g); lua_pushinteger(L, b); lua_pushinteger(L, a); return 4; } static inline void blend32(u32 *dstPixel, u32 color) { u8 *dst = (u8*) dstPixel; int r = (color & 0xFF000000) >> 24; int g = (color & 0x00FF0000) >> 16; int b = (color & 0x0000FF00) >> 8; int a = color & 0x000000FF; if (a == 255) { // direct copy dst[0] = b; dst[1] = g; dst[2] = r; dst[3] = a; } else if (a == 0) { // do not copy } else { // alpha-blending u8 bo = dst[0]; u8 go = dst[1]; u8 ro = dst[2]; u8 ao = dst[3]; dst[0] = (((b - bo) * a + (bo << 8)) >> 8); dst[1] = (((g - go) * a + (go << 8)) >> 8); dst[2] = (((r - ro) * a + (ro << 8)) >> 8); dst[3] = ((a + ao) - ((a * ao + 0xFF) >> 8)); } } static LuaGUIData curGuiData; static void prepare_drawing() { curGuiData = GetCurrentInfo().guiData; } static void prepare_reading() { curGuiData = GetCurrentInfo().guiData; u32* buf = (u32*)aggDraw.screen->buf().buf(); if(buf) { curGuiData.data = buf; curGuiData.stridePix = aggDraw.screen->buf().stride_abs() / 4; } else { #ifdef WIN32 extern VideoInfo video; curGuiData.data = video.buffer; curGuiData.stridePix = 256; #endif } } // note: prepare_drawing or prepare_reading must be called, // before any of the following bunch of gui functions will work properly. // negative -> top // positive -> bottom // 0 -> both static void restrict_to_screen(int ySelectScreen) { if(ySelectScreen > 0) curGuiData.yMin = (curGuiData.yMin + curGuiData.yMax) >> 1; else if(ySelectScreen < 0) curGuiData.yMax = (curGuiData.yMin + curGuiData.yMax) >> 1; } // check if a pixel is in the lua canvas static FORCEINLINE bool gui_checkboundary(int x, int y) { return !(x < curGuiData.xMin || x >= curGuiData.xMax || y < curGuiData.yMin || y >= curGuiData.yMax); } static FORCEINLINE void gui_adjust_coord(int& x, int& y) { x += curGuiData.xOrigin; y += curGuiData.yOrigin; } static FORCEINLINE bool gui_checkbox(int x1, int y1, int x2, int y2) { if((x1 < curGuiData.xMin && x2 < curGuiData.xMin) || (x1 >= curGuiData.xMax && x2 >= curGuiData.xMax) || (y1 < curGuiData.yMin && y2 < curGuiData.yMin) || (y1 >= curGuiData.yMax && y2 >= curGuiData.yMax)) return false; return true; } // write a pixel (do not check boundaries for speedup) static FORCEINLINE void gui_drawpixel_unchecked(int x, int y, u32 color) { blend32((u32*) &curGuiData.data[y*curGuiData.stridePix+x], color); } // write a pixel (check boundaries) static FORCEINLINE void gui_drawpixel_checked(int x, int y, u32 color) { if (gui_checkboundary(x, y)) gui_drawpixel_unchecked(x, y, color); } static FORCEINLINE u32 gui_getpixel_unchecked(int x, int y) { return curGuiData.data[y*curGuiData.stridePix+x]; } static FORCEINLINE u32 gui_adjust_coord_and_getpixel(int x, int y) { x += curGuiData.xOrigin; y += curGuiData.yOrigin; x = min(max(x, curGuiData.xMin), curGuiData.xMax-1); y = min(max(y, curGuiData.yMin), curGuiData.yMax-1); return gui_getpixel_unchecked(x, y); } // draw a line (checks boundaries) static void gui_drawline_internal(int x1, int y1, int x2, int y2, bool lastPixel, u32 color) { // Note: New version of Bresenham's Line Algorithm // http://groups.google.co.jp/group/rec.games.roguelike.development/browse_thread/thread/345f4c42c3b25858/29e07a3af3a450e6?show_docid=29e07a3af3a450e6 int swappedx = 0; int swappedy = 0; int xtemp = x1-x2; int ytemp = y1-y2; if (xtemp == 0 && ytemp == 0) { gui_drawpixel_checked(x1, y1, color); return; } if (xtemp < 0) { xtemp = -xtemp; swappedx = 1; } if (ytemp < 0) { ytemp = -ytemp; swappedy = 1; } int delta_x = xtemp << 1; int delta_y = ytemp << 1; signed char ix = x1 > x2?1:-1; signed char iy = y1 > y2?1:-1; if (lastPixel) gui_drawpixel_checked(x2, y2, color); if (delta_x >= delta_y) { int error = delta_y - (delta_x >> 1); while (x2 != x1) { if (error == 0 && !swappedx) gui_drawpixel_checked(x2+ix, y2, color); if (error >= 0) { if (error || (ix > 0)) { y2 += iy; error -= delta_x; } } x2 += ix; gui_drawpixel_checked(x2, y2, color); if (error == 0 && swappedx) gui_drawpixel_checked(x2, y2+iy, color); error += delta_y; } } else { int error = delta_x - (delta_y >> 1); while (y2 != y1) { if (error == 0 && !swappedy) gui_drawpixel_checked(x2, y2+iy, color); if (error >= 0) { if (error || (iy > 0)) { x2 += ix; error -= delta_y; } } y2 += iy; gui_drawpixel_checked(x2, y2, color); if (error == 0 && swappedy) gui_drawpixel_checked(x2+ix, y2, color); error += delta_x; } } } static const u8 Small_Font_Data[] = { #define I +0, #define a +1 #define b +2 #define c +4 #define d +8 #define e +16 // !"#$%&' I c I b d I I d I a b I c I c I I c I b d I b d I c d e I a b e I b d I c I I c I I a b c d e I b I d I b c I I I c I I b d I b c I c I b I I I c I I a b c d e I d e I b I a c e I I I I I b d I e I a d e I a d I I I c I I I b c d I d e I b c e I I I I I I c I I I I // ()*+,-./ e I b I I I I I I e I d I c I b e I c I I I I e I d I c I c d I c I I I I d I d I c I b c d e I a b c d e I I b c d e I I d I d I c I c d I c I I I I c I d I c I b e I c I d I I c d I c I d I c I I I d I I c d I b I e I b I I I c I I I b I // 01234567 c d I d I c d I c d I b e I b c d e I c d I b c d e I b e I c d I b e I b e I b e I b I b e I e I b e I d I e I e I b e I b I b I d I b e I d I d I c d I b c d e I b c d I b c d I d I b e I d I c I e I e I e I b e I c I b e I d I b I b e I e I e I b e I c I c d I c d e I b c d e I c d I e I b c d I c d I b I I I I I I I I I // 89:;<=>? c d I c d I I I e I I b I c d I b e I b e I I I d I I c I b e I b e I b e I c d I d I c I b c d e I d I e I c d I c d e I c d I d I b I I e I d I b e I e I I I c I b c d e I d I c I b e I b e I c d I d I d I I c I I c d I c d I c d I d I e I I b I c I I I I c I I I I I // @ABCDEFG b c d I c d I b c d I c d I b c d I b c d e I b c d e I c d I a e I b e I b e I b e I b e I b I b I b e I a d e I b e I b e I b I b e I b I b I b I a c e I b c d e I b c d I b I b e I b c d I b c d I b I a d e I b e I b e I b I b e I b I b I b d e I a I b e I b e I b e I b e I b I b I b e I b c d e I b e I b c d I c d I b c d I b c d e I b I c d e I I I I I I I I I // HIJKlMNO b e I b c d I e I b e I b I a e I b e I b c d e I b e I c I e I b e I b I a b d e I b c e I b e I b e I c I e I b d I b I a c e I b d e I b e I b c d e I c I e I b c I b I a c e I b e I b e I b e I c I e I b d I b I a e I b e I b e I b e I c I b e I b e I b I a e I b e I b e I b e I b c d I c d I b e I b c d e I a e I b e I b c d e I I I I I I I I I // PQRSTUVW b c d I c d I b c d I c d e I a b c d e I b e I a e I a e I b e I b e I b e I b I c I b e I a e I a e I b e I b e I b e I b I c I b e I a e I a e I b c d I b e I b c d I c d I c I b e I a e I a e I b I b e I b e I e I c I b e I b d I a c e I b I b e I b e I e I c I b e I b d I a b d e I b I c d I b e I b c d I c I c d I c I a e I I d e I I I I I I I // XYZ[\]^_ a e I a e I a b c d e I d e I b I b c I c I I a e I a e I e I d I b I c I b d I I b d I a e I d I d I c I c I I I c I b d I c I d I c I c I I I b d I c I b I d I d I c I I I a e I c I a I d I d I c I I I a e I c I a b c d e I d I e I c I I I I I I d e I e I b c I I a b c d e I // `abcdefg b I I b I I e I I d e I I c I I b I I e I I c I I I c d I b I c d I e I c d I c I c d e I I e I b c d I b e I c d e I b e I b c d I b e I I c d e I b e I b I b e I b c d e I c I b e I I b e I b e I b I b e I b I c I c d e I I c d e I b c d I c d e I c d e I c d e I c I e I I I I I I I I c d I // hijklmno b I I I b I c I I I I b I c I c I b I c I I I I b I I I b I c I a b c d I b c d I c d I b c d I c I c I b d e I c I a c e I b e I b e I b e I c I c I b c I c I a c e I b e I b e I b e I c I c I b d I c I a c e I b e I b e I b e I c I c I b e I c I a e I b e I c d I I I b I I I I I I // pqrstuvw I I I I c I I I I I I I I c I I I I b c d I c d e I b c d I c d e I b c d I b e I b e I a e I b e I b e I b e I b I c I b e I b e I a e I b e I b e I b I c d I c I b e I b e I a c e I b c d I c d e I b I e I c I b e I c d I a b d e I b I e I b I b c d I d I c d e I c d I a e I b I e I I I I I I I // xyz{|}~ I I I d e I c I b c I I I I I I d I c I c I I b d I b e I b e I b c d e I d I c I c I c e I a c e I c d I b e I e I c d I c I c d I b d I a e I c d I b e I c d I c d I c I c d I I b d I b e I c d e I b I d I c I c I I c I b e I e I b c d e I d I c I c I I I I b c d I I d e I c I b c I I I #undef I #undef a #undef b #undef c #undef d #undef e }; template static void PutTextInternal (const char *str, int len, short x, short y, int color, int backcolor) { int Opac = color & 0xFF; int backOpac = backcolor & 0xFF; int origX = x; int origY = y; if(!Opac && !backOpac) return; while(*str && len) { if(dydy > 0 && y >= curGuiData.yMax) break; if(dydy < 0 && y < curGuiData.yMin) break; if(dxdy > 0 && x >= curGuiData.xMax) break; if(dxdy < 0 && x < curGuiData.xMin) break; int c = *str++; if(dxdx > 0 && x >= curGuiData.xMax || dxdx < 0 && x < curGuiData.xMin || dydx > 0 && y >= curGuiData.yMax || dydx < 0 && y < curGuiData.yMin) { while (c != '\n') { c = *str; if (c == '\0') break; str++; } } if(c == '\n') { if(dydy) { x = origX; y += 10 * dydy; } else { y = origY; x += 10 * dxdy; } continue; } else if(c == '\t') // just in case { const int tabSpace = 8; x += (tabSpace-(((x-origX)/5)%tabSpace))*5*dxdx; y += (tabSpace-(((y-origY)/5)%tabSpace))*5*dydx; continue; } c -= 32; if((unsigned int)c >= 96) continue; if(c) { const u8* Cur_Glyph = (const unsigned char*)&Small_Font_Data + (c%8)+((c/8)*64); for(int y2 = -1; y2 < 10; y2++) { for(int x2 = -1; x2 < 6; x2++) { bool on = y2 >= 0 && y2 < 8 && (Cur_Glyph[y2*8] & (1 << x2)); if(on) { gui_drawpixel_checked(x+x2*dxdx+y2*dxdy, y+y2*dydy+x2*dydx, color); } else if(backOpac) { for(int y3 = max(0,y2-1); y3 <= min(7,y2+1); y3++) { for(int x3 = max(0,x2-1); x3 <= min(4,x2+1); x3++) { on |= y3 >= 0 && y3 < 8 && (Cur_Glyph[y3*8] & (1 << x3)); if (on) goto draw_outline; // speedup? } } if(on) { draw_outline: gui_drawpixel_checked(x+x2*dxdx+y2*dxdy, y+y2*dydy+x2*dydx, backcolor); } } } } } x += 6*dxdx; y += 6*dydx; len--; } } static int strlinelen(const char* string) { const char* s = string; while(*s && *s != '\n') s++; if(*s) s++; return s - string; } static void LuaDisplayString (const char *str, int x, int y, u32 color, u32 outlineColor) { if(!str) return; #if 1 //if(rotate == 0) PutTextInternal<1,1,0,0>(str, strlen(str), x, y, color, outlineColor); //else if(rotate == 90) // PutTextInternal<0,0,1,-1>(str, strlen(str), x, y, color, outlineColor); //else if #else const char* ptr = str; while(*ptr && y < curGuiData.yMax) { int len = strlinelen(ptr); int skip = 0; if(len < 1) len = 1; // break up the line if it's too long to display otherwise if(len > 63) { len = 63; const char* ptr2 = ptr + len-1; for(int j = len-1; j; j--, ptr2--) { if(*ptr2 == ' ' || *ptr2 == '\t') { len = j; skip = 1; break; } } } int xl = 0; int yl = curGuiData.yMin; int xh = (curGuiData.xMax - 1 - 1) - 4*len; int yh = curGuiData.yMax - 1; int x2 = min(max(x,xl),xh); int y2 = min(max(y,yl),yh); PutTextInternal<1,1,0,0>(ptr,len,x2,y2,color,outlineColor); ptr += len + skip; y += 8; } #endif } DEFINE_LUA_FUNCTION(gui_text, "x,y,str[,color=\"white\"[,outline=\"black\"]]") { int x = luaL_checkinteger(L,1); // have to check for errors before deferring int y = luaL_checkinteger(L,2); if(DeferGUIFuncIfNeeded(L)) return 0; // we have to wait until later to call this function because we haven't emulated the next frame yet // (the only way to avoid this deferring is to be in a gui.register or emu.registerafter callback) const char* str = toCString(L,3); // better than using luaL_checkstring here (more permissive) if(str && *str) { int foreColor = getcolor(L,4,0xFFFFFFFF); int backColor = getcolor(L,5,0x000000FF); prepare_drawing(); gui_adjust_coord(x,y); LuaDisplayString(str, x, y, foreColor, backColor); } return 0; } DEFINE_LUA_FUNCTION(gui_box, "x1,y1,x2,y2[,fill[,outline]]") { int x1 = luaL_checkinteger(L,1); // have to check for errors before deferring int y1 = luaL_checkinteger(L,2); int x2 = luaL_checkinteger(L,3); int y2 = luaL_checkinteger(L,4); if(DeferGUIFuncIfNeeded(L)) return 0; int fillcolor = getcolor(L,5,0xFFFFFF3F); int outlinecolor = getcolor(L,6,fillcolor|0xFF); prepare_drawing(); restrict_to_screen(y1); gui_adjust_coord(x1,y1); gui_adjust_coord(x2,y2); if(!gui_checkbox(x1,y1,x2,y2)) return 0; // require x1,y1 <= x2,y2 if (x1 > x2) std::swap(x1,x2); if (y1 > y2) std::swap(y1,y2); // avoid trying to draw lots of offscreen pixels // (this is intentionally 1 out from the edge here) x1 = min(max(x1, curGuiData.xMin-1), curGuiData.xMax); x2 = min(max(x2, curGuiData.xMin-1), curGuiData.xMax); y1 = min(max(y1, curGuiData.yMin-1), curGuiData.yMax); y2 = min(max(y2, curGuiData.yMin-1), curGuiData.yMax); if(outlinecolor & 0xFF) { if(y1 >= curGuiData.yMin) for (short x = x1+1; x < x2; x++) gui_drawpixel_unchecked(x,y1,outlinecolor); if(x1 >= curGuiData.xMin && x1 < curGuiData.xMax) { if(y1 >= curGuiData.yMin) gui_drawpixel_unchecked(x1,y1,outlinecolor); for (short y = y1+1; y < y2; y++) gui_drawpixel_unchecked(x1,y,outlinecolor); if(y2 < curGuiData.yMax) gui_drawpixel_unchecked(x1,y2,outlinecolor); } if(y1 != y2 && y2 < curGuiData.yMax) for (short x = x1+1; x < x2; x++) gui_drawpixel_unchecked(x,y2,outlinecolor); if(x1 != x2 && x2 >= curGuiData.xMin && x2 < curGuiData.xMax) { if(y1 >= curGuiData.yMin) gui_drawpixel_unchecked(x2,y1,outlinecolor); for (short y = y1+1; y < y2; y++) gui_drawpixel_unchecked(x2,y,outlinecolor); if(y2 < curGuiData.yMax) gui_drawpixel_unchecked(x2,y2,outlinecolor); } } if(fillcolor & 0xFF) { for(short y = y1+1; y <= y2-1; y++) for(short x = x1+1; x <= x2-1; x++) gui_drawpixel_unchecked(x,y,fillcolor); } return 0; } // gui.setpixel(x,y,color) // color can be a RGB web color like '#ff7030', or with alpha RGBA like '#ff703060' // or it can be an RGBA hex number like 0xFF703060 // or it can be a preset color like 'red', 'orange', 'blue', 'white', etc. DEFINE_LUA_FUNCTION(gui_pixel, "x,y[,color=\"white\"]") { int x = luaL_checkinteger(L,1); // have to check for errors before deferring int y = luaL_checkinteger(L,2); if(DeferGUIFuncIfNeeded(L)) return 0; int color = getcolor(L,3,0xFFFFFFFF); if(color & 0xFF) { prepare_drawing(); gui_adjust_coord(x,y); gui_drawpixel_checked(x, y, color); } return 0; } // r,g,b = gui.getpixel(x,y) DEFINE_LUA_FUNCTION(gui_getpixel, "x,y") { prepare_reading(); int x = luaL_checkinteger(L,1); int y = luaL_checkinteger(L,2); u32 color = gui_adjust_coord_and_getpixel(x,y); int b = (color & 0x000000FF); int g = (color & 0x0000FF00) >> 8; int r = (color & 0x00FF0000) >> 16; lua_pushinteger(L, r); lua_pushinteger(L, g); lua_pushinteger(L, b); return 3; } DEFINE_LUA_FUNCTION(gui_line, "x1,y1,x2,y2[,color=\"white\"[,skipfirst=false]]") { int x1 = luaL_checkinteger(L,1); // have to check for errors before deferring int y1 = luaL_checkinteger(L,2); int x2 = luaL_checkinteger(L,3); int y2 = luaL_checkinteger(L,4); if(DeferGUIFuncIfNeeded(L)) return 0; int color = getcolor(L,5,0xFFFFFFFF); int skipFirst = lua_toboolean(L,6); if(!(color & 0xFF)) return 0; prepare_drawing(); restrict_to_screen(y1); gui_adjust_coord(x1,y1); gui_adjust_coord(x2,y2); if(!gui_checkbox(x1,y1,x2,y2)) return 0; gui_drawline_internal(x2, y2, x1, y1, !skipFirst, color); return 0; } // gui.opacity(number alphaValue) // sets the transparency of subsequent draw calls // 0.0 is completely transparent, 1.0 is completely opaque // non-integer values are supported and meaningful, as are values greater than 1.0 // it is not necessary to use this function to get transparency (or the less-recommended gui.transparency() either), // because you can provide an alpha value in the color argument of each draw call. // however, it can be convenient to be able to globally modify the drawing transparency DEFINE_LUA_FUNCTION(gui_setopacity, "alpha_0_to_1") { lua_Number opacF = luaL_checknumber(L,1); opacF *= 255.0; if(opacF < 0) opacF = 0; int opac; lua_number2int(opac, opacF); LuaContextInfo& info = GetCurrentInfo(); info.transparencyModifier = opac; return 0; } // gui.transparency(number transparencyValue) // sets the transparency of subsequent draw calls // 0.0 is completely opaque, 4.0 is completely transparent // non-integer values are supported and meaningful, as are values less than 0.0 // this is a legacy function, and the range is from 0 to 4 solely for this reason // it does the exact same thing as gui.opacity() but with a different argument range DEFINE_LUA_FUNCTION(gui_settransparency, "transparency_4_to_0") { lua_Number transp = luaL_checknumber(L,1); lua_Number opacF = 4 - transp; opacF *= 255.0 / 4.0; if(opacF < 0) opacF = 0; int opac; lua_number2int(opac, opacF); LuaContextInfo& info = GetCurrentInfo(); info.transparencyModifier = opac; return 0; } // takes a screenshot and returns it in gdstr format // example: gd.createFromGdStr(gui.gdscreenshot()):png("outputimage.png") DEFINE_LUA_FUNCTION(gui_gdscreenshot, "[whichScreen='both']") { prepare_reading(); int selectedScreen = 0; if(lua_isboolean(L, 1)) selectedScreen = lua_toboolean(L, 1) ? 1 : -1; else if(lua_isnumber(L, 1)) selectedScreen = lua_tointeger(L, 1); else if(lua_isstring(L, 1)) { const char* str = lua_tostring(L, 1); if(!stricmp(str,"top")) selectedScreen = -1; if(!stricmp(str,"bottom")) selectedScreen = 1; } restrict_to_screen(selectedScreen); int width = curGuiData.xMax - curGuiData.xMin; int height = curGuiData.yMax - curGuiData.yMin; int size = 11 + width * height * 4; char* str = new char[size+1]; // TODO: use _alloca instead (but I don't know which compilers support it) str[size] = 0; unsigned char* ptr = (unsigned char*)str; // GD format header for truecolor image (11 bytes) *ptr++ = (65534 >> 8) & 0xFF; *ptr++ = (65534 ) & 0xFF; *ptr++ = (width >> 8) & 0xFF; *ptr++ = (width ) & 0xFF; *ptr++ = (height >> 8) & 0xFF; *ptr++ = (height ) & 0xFF; *ptr++ = 1; *ptr++ = 255; *ptr++ = 255; *ptr++ = 255; *ptr++ = 255; u8* Src = (u8*)curGuiData.data + (curGuiData.stridePix*4) * curGuiData.yMin; for(int y = curGuiData.yMin; y < curGuiData.yMax; y++, Src += curGuiData.stridePix*4) { for(int x = curGuiData.xMin; x < curGuiData.xMax; x++) { *ptr++ = 255 - Src[4*x+3]; *ptr++ = Src[4*x+2]; *ptr++ = Src[4*x+1]; *ptr++ = Src[4*x+0]; } } lua_pushlstring(L, str, size); delete[] str; return 1; } // draws a gd image that's in gdstr format to the screen // example: gui.gdoverlay(gd.createFromPng("myimage.png"):gdStr()) DEFINE_LUA_FUNCTION(gui_gdoverlay, "[dx=0,dy=0,]gdimage[,sx=0,sy=0,width,height][,alphamul]") { int xStartDst = 0; int yStartDst = 0; int xStartSrc = 0; int yStartSrc = 0; int width, height; int numArgs = lua_gettop(L); int index = 1; if(lua_type(L,index) == LUA_TNUMBER) { xStartDst = lua_tointeger(L,index++); if(lua_type(L,index) == LUA_TNUMBER) yStartDst = lua_tointeger(L,index++); } luaL_checktype(L,index,LUA_TSTRING); // have to check for errors before deferring if(DeferGUIFuncIfNeeded(L)) return 0; const unsigned char* ptr = (const unsigned char*)lua_tostring(L,index++); const bool defSrcRect = ((numArgs - index + 1) < 2); if (!defSrcRect) { xStartSrc = luaL_checkinteger(L, index++); yStartSrc = luaL_checkinteger(L, index++); width = luaL_checkinteger(L, index++); height = luaL_checkinteger(L, index++); } LuaContextInfo& info = GetCurrentInfo(); int alphaMul = info.transparencyModifier; if(lua_isnumber(L, index)) alphaMul = (int)(alphaMul * lua_tonumber(L, index++)); if(alphaMul <= 0) return 0; // since there aren't that many possible opacity levels, // do the opacity modification calculations beforehand instead of per pixel int opacMap[256]; for(int i = 0; i < 128; i++) { int opac = 255 - ((i << 1) | (i & 1)); // gdAlphaMax = 127, not 255 opac = (opac * alphaMul) / 255; if(opac < 0) opac = 0; if(opac > 255) opac = 255; opacMap[i] = opac; } for(int i = 128; i < 256; i++) opacMap[i] = 0; // what should we do for them, actually? // GD format header for truecolor image (11 bytes) ptr++; bool trueColor = (*ptr++ == 254); int gdWidth = *ptr++ << 8; gdWidth |= *ptr++; int gdHeight = *ptr++ << 8; gdHeight |= *ptr++; int bytespp = (trueColor ? 4 : 1); if (defSrcRect) { width = gdWidth; height = gdHeight; } if ((!trueColor && *ptr) || (trueColor && !*ptr)) { luaL_error(L, "gdoverlay: inconsistent color type."); return 0; } ptr++; int colorsTotal = 0; if (!trueColor) { colorsTotal = *ptr++ << 8; colorsTotal |= *ptr++; } int transparent = *ptr++ << 24; transparent |= *ptr++ << 16; transparent |= *ptr++ << 8; transparent |= *ptr++; struct { int r, g, b, a; } pal[256]; if (!trueColor) for (int i = 0; i < 256; i++) { pal[i].r = *ptr++; pal[i].g = *ptr++; pal[i].b = *ptr++; pal[i].a = opacMap[*ptr++]; } prepare_drawing(); u8* Dst = (u8*)curGuiData.data; gui_adjust_coord(xStartDst,yStartDst); int xMin = curGuiData.xMin; int yMin = curGuiData.yMin; int xMax = curGuiData.xMax - 1; int yMax = curGuiData.yMax - 1; int strideBytes = curGuiData.stridePix * 4; // limit source rect if (xStartSrc < 0) { width += xStartSrc; xStartDst -= xStartSrc; xStartSrc = 0; } if (yStartSrc < 0) { height += yStartSrc; yStartDst -= yStartSrc; yStartSrc = 0; } if (xStartSrc + width >= gdWidth) width = gdWidth - xStartSrc; if (yStartSrc+height >= gdHeight) height = gdHeight - yStartSrc; if (width <= 0 || height <= 0) return 0; ptr += (yStartSrc * gdWidth + xStartSrc) * bytespp; Dst += yStartDst * strideBytes; for(int y = yStartDst; y < height+yStartDst && y < yMax; y++, Dst += strideBytes) { if(y < yMin) ptr += gdWidth * bytespp; else { int xA = (xStartDst < xMin ? xMin : xStartDst); int xB = (xStartDst+width > xMax ? xMax : xStartDst+width); ptr += (xA - xStartDst) * bytespp; for(int x = xA; x < xB; x++) { if (trueColor) { int opac = opacMap[ptr[0]]; u32 pix = (opac|(ptr[3]<<8)|(ptr[2]<<16)|(ptr[1]<<24)); blend32((u32*)(Dst+x*4), pix); ptr += 4; } else { int palNo = ptr[0]; u32 pix = (pal[palNo].a|(pal[palNo].b<<8)|(pal[palNo].g<<16)|(pal[palNo].r<<24)); blend32((u32*)(Dst+x*4), pix); ptr++; } } ptr += (gdWidth - (xB - xStartDst)) * bytespp; } } return 0; } static void GetCurrentScriptDir(char* buffer, int bufLen) { LuaContextInfo& info = GetCurrentInfo(); strncpy(buffer, info.lastFilename.c_str(), bufLen); buffer[bufLen-1] = 0; char* slash = std::max(strrchr(buffer, '/'), strrchr(buffer, '\\')); if(slash) slash[1] = 0; } DEFINE_LUA_FUNCTION(emu_openscript, "filename") { #ifdef WIN32 char curScriptDir[1024]; GetCurrentScriptDir(curScriptDir, 1024); // make sure we can always find scripts that are in the same directory as the current script const char* filename = lua_isstring(L,1) ? lua_tostring(L,1) : NULL; extern const char* OpenLuaScript(const char* filename, const char* extraDirToCheck, bool makeSubservient); const char* errorMsg = OpenLuaScript(filename, curScriptDir, true); if(errorMsg) luaL_error(L, errorMsg); #endif return 0; } DEFINE_LUA_FUNCTION(emu_reset, "") { extern bool _HACK_DONT_STOPMOVIE; _HACK_DONT_STOPMOVIE = true; NDS_Reset(); _HACK_DONT_STOPMOVIE = false; return 0; } // TODO /* DEFINE_LUA_FUNCTION(emu_loadrom, "filename") { struct Temp { Temp() {EnableStopAllLuaScripts(false);} ~Temp() {EnableStopAllLuaScripts(true);}} dontStopScriptsHere; const char* filename = lua_isstring(L,1) ? lua_tostring(L,1) : NULL; char curScriptDir[1024]; GetCurrentScriptDir(curScriptDir, 1024); filename = MakeRomPathAbsolute(filename, curScriptDir); int result = GensLoadRom(filename); if(result <= 0) luaL_error(L, "Failed to load ROM \"%s\": %s", filename, result ? "invalid or unsupported" : "cancelled or not found"); CallRegisteredLuaFunctions(LUACALL_ONSTART); return 0; } */ DEFINE_LUA_FUNCTION(emu_getframecount, "") { lua_pushinteger(L, currFrameCounter); return 1; } DEFINE_LUA_FUNCTION(emu_getlagcount, "") { lua_pushinteger(L, TotalLagFrames); return 1; } DEFINE_LUA_FUNCTION(emu_lagged, "") { lua_pushboolean(L, LagFrameFlag); return 1; } DEFINE_LUA_FUNCTION(emu_emulating, "") { lua_pushboolean(L, driver->EMU_HasEmulationStarted()); return 1; } DEFINE_LUA_FUNCTION(emu_atframeboundary, "") { lua_pushboolean(L, driver->EMU_IsAtFrameBoundary()); return 1; } DEFINE_LUA_FUNCTION(movie_getlength, "") { lua_pushinteger(L, currMovieData.records.size()); return 1; } DEFINE_LUA_FUNCTION(movie_isactive, "") { lua_pushboolean(L, movieMode != MOVIEMODE_INACTIVE); return 1; } DEFINE_LUA_FUNCTION(movie_rerecordcount, "") { lua_pushinteger(L, currMovieData.rerecordCount); return 1; } DEFINE_LUA_FUNCTION(movie_setrerecordcount, "") { currMovieData.rerecordCount = luaL_checkinteger(L, 1); return 0; } DEFINE_LUA_FUNCTION(emu_rerecordcounting, "[enabled]") { LuaContextInfo& info = GetCurrentInfo(); if(lua_gettop(L) == 0) { // if no arguments given, return the current value lua_pushboolean(L, !info.rerecordCountingDisabled); return 1; } else { // set rerecord disabling info.rerecordCountingDisabled = !lua_toboolean(L,1); return 0; } } DEFINE_LUA_FUNCTION(movie_getreadonly, "") { lua_pushboolean(L, movie_readonly); return 1; } DEFINE_LUA_FUNCTION(movie_setreadonly, "readonly") { movie_readonly = lua_toboolean(L,1) != 0; // else if(!movie_readonly) // luaL_error(L, "movie.setreadonly failed: write permission denied"); return 0; } DEFINE_LUA_FUNCTION(movie_isrecording, "") { lua_pushboolean(L, movieMode == MOVIEMODE_RECORD); return 1; } DEFINE_LUA_FUNCTION(movie_isplaying, "") { lua_pushboolean(L, movieMode == MOVIEMODE_PLAY); return 1; } DEFINE_LUA_FUNCTION(movie_getmode, "") { switch(movieMode) { case MOVIEMODE_PLAY: lua_pushstring(L, "playback"); break; case MOVIEMODE_RECORD: lua_pushstring(L, "record"); break; case MOVIEMODE_INACTIVE: lua_pushstring(L, "inactive"); break; case MOVIEMODE_FINISHED: lua_pushstring(L, "finished"); break; default: lua_pushnil(L); break; } return 1; } DEFINE_LUA_FUNCTION(movie_getname, "") { extern char curMovieFilename[512]; lua_pushstring(L, curMovieFilename); return 1; } // movie.play() -- plays a movie of the user's choice // movie.play(filename) -- starts playing a particular movie // throws an error (with a description) if for whatever reason the movie couldn't be played DEFINE_LUA_FUNCTION(movie_play, "[filename]") { const char* filename = lua_isstring(L,1) ? lua_tostring(L,1) : NULL; const char* errorMsg = FCEUI_LoadMovie(filename, true, false, 0); if(errorMsg) luaL_error(L, errorMsg); return 0; } DEFINE_LUA_FUNCTION(movie_replay, "") { if(movieMode == MOVIEMODE_INACTIVE) return 0; lua_settop(L, 0); extern char curMovieFilename[512]; lua_pushstring(L, curMovieFilename); return movie_play(L); } DEFINE_LUA_FUNCTION(movie_close, "") { FCEUI_StopMovie(); return 0; } DEFINE_LUA_FUNCTION(sound_clear, "") { SPU_ClearOutputBuffer(); return 0; } #ifdef _WIN32 const char* s_keyToName[256] = { NULL, "leftclick", "rightclick", NULL, "middleclick", NULL, NULL, NULL, "backspace", "tab", NULL, NULL, NULL, "enter", NULL, NULL, "shift", // 0x10 "control", "alt", "pause", "capslock", NULL, NULL, NULL, NULL, NULL, NULL, "escape", NULL, NULL, NULL, NULL, "space", // 0x20 "pageup", "pagedown", "end", "home", "left", "up", "right", "down", NULL, NULL, NULL, NULL, "insert", "delete", NULL, "0","1","2","3","4","5","6","7","8","9", NULL, NULL, NULL, NULL, NULL, NULL, NULL, "A","B","C","D","E","F","G","H","I","J", "K","L","M","N","O","P","Q","R","S","T", "U","V","W","X","Y","Z", NULL, NULL, NULL, NULL, NULL, "numpad0","numpad1","numpad2","numpad3","numpad4","numpad5","numpad6","numpad7","numpad8","numpad9", "numpad*","numpad+", NULL, "numpad-","numpad.","numpad/", "F1","F2","F3","F4","F5","F6","F7","F8","F9","F10","F11","F12", "F13","F14","F15","F16","F17","F18","F19","F20","F21","F22","F23","F24", NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, "numlock", "scrolllock", NULL, // 0x92 NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, // 0xB9 "semicolon", "plus", "comma", "minus", "period", "slash", "tilde", NULL, // 0xC1 NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, // 0xDA "leftbracket", "backslash", "rightbracket", "quote", }; #endif // input.get() // takes no input, returns a lua table of entries representing the current input state, // independent of the joypad buttons the emulated game thinks are pressed // for example: // if the user is holding the W key and the left mouse button // and has the mouse at the bottom-right corner of the game screen, // then this would return {W=true, leftclick=true, xmouse=319, ymouse=223} DEFINE_LUA_FUNCTION(input_getcurrentinputstatus, "") { lua_newtable(L); #ifdef _WIN32 // keyboard and mouse button status { int BackgroundInput = 0;//TODO unsigned char keys [256]; if(!BackgroundInput) { if(GetKeyboardState(keys)) { for(int i = 1; i < 255; i++) { int mask = (i == VK_CAPITAL || i == VK_NUMLOCK || i == VK_SCROLL) ? 0x01 : 0x80; if(keys[i] & mask) { const char* name = s_keyToName[i]; if(name) { lua_pushboolean(L, true); lua_setfield(L, -2, name); } } } } } else // use a slightly different method that will detect background input: { for(int i = 1; i < 255; i++) { const char* name = s_keyToName[i]; if(name) { int active; if(i == VK_CAPITAL || i == VK_NUMLOCK || i == VK_SCROLL) active = GetKeyState(i) & 0x01; else active = GetAsyncKeyState(i) & 0x8000; if(active) { lua_pushboolean(L, true); lua_setfield(L, -2, name); } } } } } // mouse position in game screen pixel coordinates { void UnscaleScreenCoords(s32& x, s32& y); void ToDSScreenRelativeCoords(s32& x, s32& y, int bottomScreen); POINT point; GetCursorPos(&point); ScreenToClient(MainWindow->getHWnd(), &point); s32 x (point.x); s32 y (point.y); UnscaleScreenCoords(x,y); ToDSScreenRelativeCoords(x,y,1); lua_pushinteger(L, x); lua_setfield(L, -2, "xmouse"); lua_pushinteger(L, y); lua_setfield(L, -2, "ymouse"); } worry(L,10); #else // NYI (well, return an empty table) #endif return 1; } // resets our "worry" counter of the Lua state int dontworry(LuaContextInfo& info) { if(info.stopWorrying) { info.stopWorrying = false; if(info.worryCount) indicateBusy(info.L, false); } info.worryCount = 0; return 0; } //agg basic shapes //TODO polygon and polyline, maybe the overloads for roundedRect and curve #include "aggdraw.h" static int line(lua_State *L) { double x1,y1,x2,y2; x1 = luaL_checknumber(L,1) + 0.5; y1 = luaL_checknumber(L,2) + 0.5; x2 = luaL_checknumber(L,3) + 0.5; y2 = luaL_checknumber(L,4) + 0.5; aggDraw.hud->line(x1, y1, x2, y2); return 0; } static int triangle(lua_State *L) { double x1,y1,x2,y2,x3,y3; x1 = luaL_checknumber(L,1) + 0.5; y1 = luaL_checknumber(L,2) + 0.5; x2 = luaL_checknumber(L,3) + 0.5; y2 = luaL_checknumber(L,4) + 0.5; x3 = luaL_checknumber(L,5) + 0.5; y3 = luaL_checknumber(L,6) + 0.5; aggDraw.hud->triangle(x1, y1, x2, y2, x3, y3); return 0; } static int rectangle(lua_State *L) { double x1,y1,x2,y2; x1 = luaL_checknumber(L,1) + 0.5; y1 = luaL_checknumber(L,2) + 0.5; x2 = luaL_checknumber(L,3) + 0.5; y2 = luaL_checknumber(L,4) + 0.5; aggDraw.hud->rectangle(x1, y1, x2, y2); return 0; } static int roundedRect(lua_State *L) { double x1,y1,x2,y2,r; x1 = luaL_checknumber(L,1) + 0.5; y1 = luaL_checknumber(L,2) + 0.5; x2 = luaL_checknumber(L,3) + 0.5; y2 = luaL_checknumber(L,4) + 0.5; r = luaL_checknumber(L,5); aggDraw.hud->roundedRect(x1, y1, x2, y2, r); return 0; } static int ellipse(lua_State *L) { double cx,cy,rx,ry; cx = luaL_checknumber(L,1) + 0.5; cy = luaL_checknumber(L,2) + 0.5; rx = luaL_checknumber(L,3); ry = luaL_checknumber(L,4); aggDraw.hud->ellipse(cx, cy, rx, ry); return 0; } static int arc(lua_State *L) { double cx,cy,rx,ry,start,sweep; cx = luaL_checknumber(L,1) + 0.5; cy = luaL_checknumber(L,2) + 0.5; rx = luaL_checknumber(L,3); ry = luaL_checknumber(L,4); start = luaL_checknumber(L,5); sweep = luaL_checknumber(L,6); aggDraw.hud->arc(cx, cy,rx, ry, start, sweep); return 0; } static int star(lua_State *L) { double cx,cy,r1,r2,startAngle; int numRays; cx = luaL_checknumber(L,1) + 0.5; cy = luaL_checknumber(L,2) + 0.5; r1 = luaL_checknumber(L,3); r2 = luaL_checknumber(L,4); startAngle = luaL_checknumber(L,5); numRays = luaL_checkinteger(L,6); aggDraw.hud->star(cx, cy, r1, r2, startAngle, numRays); return 0; } static int curve(lua_State *L) { double x1,y1,x2,y2,x3,y3; x1 = luaL_checknumber(L,1) + 0.5; y1 = luaL_checknumber(L,2) + 0.5; x2 = luaL_checknumber(L,3) + 0.5; y2 = luaL_checknumber(L,4) + 0.5; x3 = luaL_checknumber(L,5) + 0.5; y3 = luaL_checknumber(L,6) + 0.5; aggDraw.hud->curve(x1, y1, x2, y2, x3, y3); return 0; } static const struct luaL_reg aggbasicshapes [] = { {"line", line}, {"triangle", triangle}, {"rectangle", rectangle}, {"roundedRect", roundedRect}, {"ellipse", ellipse}, {"arc", arc}, {"star", star}, {"curve", curve}, // {"polygon", polygon}, // {"polyline", polyline}, {NULL, NULL} }; //agg general attributes //TODO missing functions, maybe the missing overloads static void getColorForAgg(lua_State *L, int&r,int&g,int&b,int&a) { if(lua_gettop(L) == 1) { int color = getcolor(L, 1, 0xFF); r = (color & 0xFF000000) >> 24; g = (color & 0x00FF0000) >> 16; b = (color & 0x0000FF00) >> 8; a = (color & 0x000000FF); } else { r = luaL_optinteger(L,1,255); g = luaL_optinteger(L,2,255); b = luaL_optinteger(L,3,255); a = luaL_optinteger(L,4,255); } } static int fillColor(lua_State *L) { int r,g,b,a; getColorForAgg(L, r,g,b,a); aggDraw.hud->fillColor(r, g, b, a); return 0; } static int noFill(lua_State *L) { aggDraw.hud->noFill(); return 0; } static int lineColor(lua_State *L) { int r,g,b,a; getColorForAgg(L, r,g,b,a); aggDraw.hud->lineColor(r, g, b, a); return 0; } static int noLine(lua_State *L) { aggDraw.hud->noLine(); return 0; } static int lineWidth(lua_State *L) { double w; w = luaL_checknumber(L,1); aggDraw.hud->lineWidth(w); return 0; } static const struct luaL_reg agggeneralattributes [] = { // {"blendMode", blendMode}, // {"imageBlendMode", imageBlendMode}, // {"imageBlendColor", imageBlendColor}, // {"masterAlpha", masterAlpha}, // {"antiAliasGamma", antiAliasGamma}, // {"font", font}, {"fillColor", fillColor}, {"noFill", noFill}, {"lineColor", lineColor}, {"noLine", noLine}, // {"fillLinearGradient", fillLinearGradient}, // {"lineLinearGradient", lineLinearGradient}, // {"fillRadialGradient", fillRadialGradient}, // {"lineRadialGradient", lineRadialGradient}, {"lineWidth", lineWidth}, // {"lineCap", lineCap}, // {"lineJoin", lineJoin}, // {"fillEvenOdd", fillEvenOdd}, {NULL, NULL} }; static int setFont(lua_State *L) { const char *choice; choice = luaL_checkstring(L,1); aggDraw.hud->setFont(choice); return 0; } static int text(lua_State *L) { int x, y; const char *choice; x = luaL_checkinteger(L, 1); y = luaL_checkinteger(L, 2); choice = luaL_checkstring(L,3); aggDraw.hud->renderTextDropshadowed(x,y,choice); return 0; } static const struct luaL_reg aggcustom [] = { {"setFont", setFont}, {"text", text}, {NULL, NULL} }; // gui.osdtext(int x, int y, string msg) // // Displays the given text on the screen, using the same font and techniques as the // main HUD. // static int gui_osdtext(lua_State *L) { int x = luaL_checkinteger(L,1); // have to check for errors before deferring int y = luaL_checkinteger(L,2); if(DeferGUIFuncIfNeeded(L)) return 0; // we have to wait until later to call this function because we haven't emulated the next frame yet // (the only way to avoid this deferring is to be in a gui.register or emu.registerafter callback) const char* msg = toCString(L,3); osd->addFixed(x, y, "%s", msg); return 0; } static int stylus_read(lua_State *L){ lua_newtable(L); lua_pushinteger(L, nds.touchX >> 4); lua_setfield(L, -2, "x"); lua_pushinteger(L, nds.touchY >> 4); lua_setfield(L, -2, "y"); lua_pushboolean(L, nds.isTouch); lua_setfield(L, -2, "touch"); return 1; } static int stylus_peek(lua_State *L){ lua_newtable(L); lua_pushinteger(L, NDS_getRawUserInput().touch.touchX >> 4); lua_setfield(L, -2, "x"); lua_pushinteger(L, NDS_getRawUserInput().touch.touchY >> 4); lua_setfield(L, -2, "y"); lua_pushboolean(L, NDS_getRawUserInput().touch.isTouch?1:0); lua_setfield(L, -2, "touch"); return 1; } static int toTouchValue(int pixCoord, int maximum) { pixCoord = std::min(std::max(pixCoord, 0), maximum-1); return (pixCoord << 4) & 0x0FF0; } static int stylus_write(lua_State *L) { if(movieMode == MOVIEMODE_PLAY) // don't allow tampering with a playing movie's input return 0; // (although it might be useful sometimes...) if(!NDS_isProcessingUserInput()) { // defer this function until when we are processing input DeferFunctionCall(L, deferredJoySetIDString); return 0; } int index = 1; luaL_checktype(L, index, LUA_TTABLE); UserTouch& touch = NDS_getProcessingUserInput().touch; lua_getfield(L, index, "x"); if (!lua_isnil(L,-1)) touch.touchX = toTouchValue(lua_tointeger(L, -1), 256); lua_pop(L, 1); lua_getfield(L, index, "y"); if (!lua_isnil(L,-1)) touch.touchY = toTouchValue(lua_tointeger(L, -1), 192); lua_pop(L, 1); lua_getfield(L, index, "touch"); if (!lua_isnil(L,-1)) touch.isTouch = lua_toboolean(L, -1) ? true : false; lua_pop(L, 1); return 0; } static int gcEMUFILE_MEMORY(lua_State *L) { EMUFILE_MEMORY** ppEmuFile = (EMUFILE_MEMORY**)luaL_checkudata(L, 1, "EMUFILE_MEMORY*"); delete (*ppEmuFile); *ppEmuFile = 0; return 0; } static const struct luaL_reg styluslib [] = { {"get", stylus_read}, {"peek", stylus_peek}, {"set", stylus_write}, // alternative names {"read", stylus_read}, {"write", stylus_write}, {NULL, NULL} }; static const struct luaL_reg emulib [] = { {"frameadvance", emu_frameadvance}, {"speedmode", emu_speedmode}, {"wait", emu_wait}, {"pause", emu_pause}, {"unpause", emu_unpause}, {"emulateframe", emu_emulateframe}, {"emulateframefastnoskipping", emu_emulateframefastnoskipping}, {"emulateframefast", emu_emulateframefast}, {"emulateframeinvisible", emu_emulateframeinvisible}, {"redraw", emu_redraw}, {"framecount", emu_getframecount}, {"lagcount", emu_getlagcount}, {"lagged", emu_lagged}, {"emulating", emu_emulating}, {"atframeboundary", emu_atframeboundary}, {"registerbefore", emu_registerbefore}, {"registerafter", emu_registerafter}, {"registerstart", emu_registerstart}, {"registerexit", emu_registerexit}, {"persistglobalvariables", emu_persistglobalvariables}, {"message", emu_message}, {"print", print}, // sure, why not {"openscript", emu_openscript}, // {"loadrom", emu_loadrom}, {"reset", emu_reset}, // alternative names // {"openrom", emu_loadrom}, {NULL, NULL} }; static const struct luaL_reg guilib [] = { {"register", gui_register}, {"text", gui_text}, {"box", gui_box}, {"line", gui_line}, {"pixel", gui_pixel}, {"getpixel", gui_getpixel}, {"opacity", gui_setopacity}, {"transparency", gui_settransparency}, {"popup", gui_popup}, {"parsecolor", gui_parsecolor}, {"gdscreenshot", gui_gdscreenshot}, {"gdoverlay", gui_gdoverlay}, {"redraw", emu_redraw}, // some people might think of this as more of a GUI function {"osdtext", gui_osdtext}, // alternative names {"drawtext", gui_text}, {"drawbox", gui_box}, {"drawline", gui_line}, {"drawpixel", gui_pixel}, {"setpixel", gui_pixel}, {"writepixel", gui_pixel}, {"readpixel", gui_getpixel}, {"rect", gui_box}, {"drawrect", gui_box}, {"drawimage", gui_gdoverlay}, {"image", gui_gdoverlay}, {NULL, NULL} }; static const struct luaL_reg statelib [] = { {"create", state_create}, {"save", state_save}, {"load", state_load}, #ifndef PUBLIC_RELEASE {"verify", state_verify}, // for desync catching #endif // TODO //{"loadscriptdata", state_loadscriptdata}, //{"savescriptdata", state_savescriptdata}, //{"registersave", state_registersave}, //{"registerload", state_registerload}, {NULL, NULL} }; static const struct luaL_reg memorylib [] = { {"readbyte", memory_readbyte}, {"readbytesigned", memory_readbytesigned}, {"readword", memory_readword}, {"readwordsigned", memory_readwordsigned}, {"readdword", memory_readdword}, {"readdwordsigned", memory_readdwordsigned}, {"readbyterange", memory_readbyterange}, {"writebyte", memory_writebyte}, {"writeword", memory_writeword}, {"writedword", memory_writedword}, {"isvalid", memory_isvalid}, {"getregister", memory_getregister}, {"setregister", memory_setregister}, // alternate naming scheme for word and double-word and unsigned {"readbyteunsigned", memory_readbyte}, {"readwordunsigned", memory_readword}, {"readdwordunsigned", memory_readdword}, {"readshort", memory_readword}, {"readshortunsigned", memory_readword}, {"readshortsigned", memory_readwordsigned}, {"readlong", memory_readdword}, {"readlongunsigned", memory_readdword}, {"readlongsigned", memory_readdwordsigned}, {"writeshort", memory_writeword}, {"writelong", memory_writedword}, // memory hooks {"registerwrite", memory_registerwrite}, {"registerread", memory_registerread}, {"registerexec", memory_registerexec}, // alternate names {"register", memory_registerwrite}, {"registerrun", memory_registerexec}, {"registerexecute", memory_registerexec}, {NULL, NULL} }; static const struct luaL_reg joylib [] = { {"get", joy_get}, {"getdown", joy_getdown}, {"getup", joy_getup}, {"peek", joy_peek}, {"peekdown", joy_peekdown}, {"peekup", joy_peekup}, {"set", joy_set}, // alternative names {"read", joy_get}, {"write", joy_set}, {"readdown", joy_getdown}, {"readup", joy_getup}, {NULL, NULL} }; static const struct luaL_reg inputlib [] = { {"get", input_getcurrentinputstatus}, {"registerhotkey", input_registerhotkey}, {"popup", input_popup}, // alternative names {"read", input_getcurrentinputstatus}, {NULL, NULL} }; static const struct luaL_reg movielib [] = { {"active", movie_isactive}, {"recording", movie_isrecording}, {"playing", movie_isplaying}, {"mode", movie_getmode}, {"length", movie_getlength}, {"name", movie_getname}, {"rerecordcount", movie_rerecordcount}, {"setrerecordcount", movie_setrerecordcount}, {"rerecordcounting", emu_rerecordcounting}, {"readonly", movie_getreadonly}, {"setreadonly", movie_setreadonly}, {"framecount", emu_getframecount}, // for those familiar with other emulators that have movie.framecount() instead of emulatorname.framecount() {"play", movie_play}, {"replay", movie_replay}, {"stop", movie_close}, // alternative names {"open", movie_play}, {"close", movie_close}, {"getname", movie_getname}, {"playback", movie_play}, {"getreadonly", movie_getreadonly}, {NULL, NULL} }; static const struct luaL_reg soundlib [] = { {"clear", sound_clear}, {NULL, NULL} }; static const struct CFuncInfo { const char* library; const char* name; const char* args; bool registry; } cFuncInfo [] = // this info is stored here to avoid having to change all of Lua's libraries to use something like DEFINE_LUA_FUNCTION { {LUA_STRLIBNAME, "byte", "str[,start[,end]]"}, {LUA_STRLIBNAME, "char", "...[bytes]"}, {LUA_STRLIBNAME, "dump", "func"}, {LUA_STRLIBNAME, "find", "str,pattern[,init[,plain]]"}, {LUA_STRLIBNAME, "format", "formatstring,..."}, {LUA_STRLIBNAME, "gfind", "!deprecated!"}, {LUA_STRLIBNAME, "gmatch", "str,pattern"}, {LUA_STRLIBNAME, "gsub", "str,pattern,repl[,n]"}, {LUA_STRLIBNAME, "len", "str"}, {LUA_STRLIBNAME, "lower", "str"}, {LUA_STRLIBNAME, "match", "str,pattern[,init]"}, {LUA_STRLIBNAME, "rep", "str,n"}, {LUA_STRLIBNAME, "reverse", "str"}, {LUA_STRLIBNAME, "sub", "str,start[,end]"}, {LUA_STRLIBNAME, "upper", "str"}, {NULL, "module", "name[,...]"}, {NULL, "require", "modname"}, {LUA_LOADLIBNAME, "loadlib", "libname,funcname"}, {LUA_LOADLIBNAME, "seeall", "module"}, {LUA_COLIBNAME, "create", "func"}, {LUA_COLIBNAME, "resume", "co[,val1,...]"}, {LUA_COLIBNAME, "running", ""}, {LUA_COLIBNAME, "status", "co"}, {LUA_COLIBNAME, "wrap", "func"}, {LUA_COLIBNAME, "yield", "..."}, {NULL, "assert", "cond[,message]"}, {NULL, "collectgarbage", "opt[,arg]"}, {NULL, "gcinfo", ""}, {NULL, "dofile", "filename"}, {NULL, "error", "message[,level]"}, {NULL, "getfenv", "[level_or_func]"}, {NULL, "getmetatable", "object"}, {NULL, "ipairs", "arraytable"}, {NULL, "load", "func[,chunkname]"}, {NULL, "loadfile", "[filename]"}, {NULL, "loadstring", "str[,chunkname]"}, {NULL, "next", "table[,index]"}, {NULL, "pairs", "table"}, {NULL, "pcall", "func,arg1,..."}, {NULL, "rawequal", "v1,v2"}, {NULL, "rawget", "table,index"}, {NULL, "rawset", "table,index,value"}, {NULL, "select", "index,..."}, {NULL, "setfenv", "level_or_func,envtable"}, {NULL, "setmetatable", "table,metatable"}, {NULL, "tonumber", "str_or_num[,base]"}, {NULL, "type", "obj"}, {NULL, "unpack", "list[,i=1[,j=#list]]"}, {NULL, "xpcall", "func,errhandler"}, {NULL, "newproxy", "hasmeta"}, {LUA_MATHLIBNAME, "abs", "x"}, {LUA_MATHLIBNAME, "acos", "x"}, {LUA_MATHLIBNAME, "asin", "x"}, {LUA_MATHLIBNAME, "atan", "x"}, {LUA_MATHLIBNAME, "atan2", "y,x"}, {LUA_MATHLIBNAME, "ceil", "x"}, {LUA_MATHLIBNAME, "cos", "rads"}, {LUA_MATHLIBNAME, "cosh", "x"}, {LUA_MATHLIBNAME, "deg", "rads"}, {LUA_MATHLIBNAME, "exp", "x"}, {LUA_MATHLIBNAME, "floor", "x"}, {LUA_MATHLIBNAME, "fmod", "x,y"}, {LUA_MATHLIBNAME, "frexp", "x"}, {LUA_MATHLIBNAME, "ldexp", "m,e"}, {LUA_MATHLIBNAME, "log", "x"}, {LUA_MATHLIBNAME, "log10", "x"}, {LUA_MATHLIBNAME, "max", "x,..."}, {LUA_MATHLIBNAME, "min", "x,..."}, {LUA_MATHLIBNAME, "modf", "x"}, {LUA_MATHLIBNAME, "pow", "x,y"}, {LUA_MATHLIBNAME, "rad", "degs"}, {LUA_MATHLIBNAME, "random", "[m[,n]]"}, {LUA_MATHLIBNAME, "randomseed", "x"}, {LUA_MATHLIBNAME, "sin", "rads"}, {LUA_MATHLIBNAME, "sinh", "x"}, {LUA_MATHLIBNAME, "sqrt", "x"}, {LUA_MATHLIBNAME, "tan", "rads"}, {LUA_MATHLIBNAME, "tanh", "x"}, {LUA_IOLIBNAME, "close", "[file]"}, {LUA_IOLIBNAME, "flush", ""}, {LUA_IOLIBNAME, "input", "[file]"}, {LUA_IOLIBNAME, "lines", "[filename]"}, {LUA_IOLIBNAME, "open", "filename[,mode=\"r\"]"}, {LUA_IOLIBNAME, "output", "[file]"}, {LUA_IOLIBNAME, "popen", "prog,[model]"}, {LUA_IOLIBNAME, "read", "..."}, {LUA_IOLIBNAME, "tmpfile", ""}, {LUA_IOLIBNAME, "type", "obj"}, {LUA_IOLIBNAME, "write", "..."}, {LUA_OSLIBNAME, "clock", ""}, {LUA_OSLIBNAME, "date", "[format[,time]]"}, {LUA_OSLIBNAME, "difftime", "t2,t1"}, {LUA_OSLIBNAME, "execute", "[command]"}, {LUA_OSLIBNAME, "exit", "[code]"}, {LUA_OSLIBNAME, "getenv", "varname"}, {LUA_OSLIBNAME, "remove", "filename"}, {LUA_OSLIBNAME, "rename", "oldname,newname"}, {LUA_OSLIBNAME, "setlocale", "locale[,category]"}, {LUA_OSLIBNAME, "time", "[timetable]"}, {LUA_OSLIBNAME, "tmpname", ""}, {LUA_DBLIBNAME, "debug", ""}, {LUA_DBLIBNAME, "getfenv", "o"}, {LUA_DBLIBNAME, "gethook", "[thread]"}, {LUA_DBLIBNAME, "getinfo", "[thread,]function[,what]"}, {LUA_DBLIBNAME, "getlocal", "[thread,]level,local"}, {LUA_DBLIBNAME, "getmetatable", "[object]"}, {LUA_DBLIBNAME, "getregistry", ""}, {LUA_DBLIBNAME, "getupvalue", "func,up"}, {LUA_DBLIBNAME, "setfenv", "object,table"}, {LUA_DBLIBNAME, "sethook", "[thread,]hook,mask[,count]"}, {LUA_DBLIBNAME, "setlocal", "[thread,]level,local,value"}, {LUA_DBLIBNAME, "setmetatable", "object,table"}, {LUA_DBLIBNAME, "setupvalue", "func,up,value"}, {LUA_DBLIBNAME, "traceback", "[thread,][message][,level]"}, {LUA_TABLIBNAME, "concat", "table[,sep[,i[,j]]]"}, {LUA_TABLIBNAME, "insert", "table,[pos,]value"}, {LUA_TABLIBNAME, "maxn", "table"}, {LUA_TABLIBNAME, "remove", "table[,pos]"}, {LUA_TABLIBNAME, "sort", "table[,comp]"}, {LUA_TABLIBNAME, "foreach", "table,func"}, {LUA_TABLIBNAME, "foreachi", "table,func"}, {LUA_TABLIBNAME, "getn", "table"}, {LUA_TABLIBNAME, "maxn", "table"}, {LUA_TABLIBNAME, "setn", "table,value"}, // I know some of these are obsolete but they should still have argument info if they're exposed to the user {LUA_FILEHANDLE, "setvbuf", "mode[,size]", true}, {LUA_FILEHANDLE, "lines", "", true}, {LUA_FILEHANDLE, "read", "...", true}, {LUA_FILEHANDLE, "flush", "", true}, {LUA_FILEHANDLE, "seek", "[whence][,offset]", true}, {LUA_FILEHANDLE, "write", "...", true}, {LUA_FILEHANDLE, "__tostring", "obj", true}, {LUA_FILEHANDLE, "__gc", "", true}, {"_LOADLIB", "__gc", "", true}, }; void registerLibs(lua_State* L) { luaL_openlibs(L); luaL_register(L, "emu", emulib); luaL_register(L, "gui", guilib); luaL_register(L, "stylus", styluslib); luaL_register(L, "savestate", statelib); luaL_register(L, "memory", memorylib); luaL_register(L, "joypad", joylib); // for game input luaL_register(L, "input", inputlib); // for user input luaL_register(L, "movie", movielib); luaL_register(L, "sound", soundlib); luaL_register(L, "bit", bit_funcs); // LuaBitOp library luaL_register(L, "agg", aggbasicshapes); luaL_register(L, "agg", agggeneralattributes); luaL_register(L, "agg", aggcustom); lua_settop(L, 0); // clean the stack, because each call to luaL_register leaves a table on top // register a few utility functions outside of libraries (in the global namespace) lua_register(L, "print", print); lua_register(L, "tostring", tostring); lua_register(L, "addressof", addressof); lua_register(L, "copytable", copytable); // old bit operation functions lua_register(L, "AND", bit_band); lua_register(L, "OR", bit_bor); lua_register(L, "XOR", bit_bxor); lua_register(L, "SHIFT", bitshift); lua_register(L, "BIT", bitbit); luabitop_validate(L); // populate s_cFuncInfoMap the first time static bool once = true; if(once) { once = false; for(int i = 0; i < sizeof(cFuncInfo)/sizeof(*cFuncInfo); i++) { const CFuncInfo& cfi = cFuncInfo[i]; if(cfi.registry) { lua_getregistry(L); lua_getfield(L, -1, cfi.library); lua_remove(L, -2); lua_getfield(L, -1, cfi.name); lua_remove(L, -2); } else if(cfi.library) { lua_getfield(L, LUA_GLOBALSINDEX, cfi.library); lua_getfield(L, -1, cfi.name); lua_remove(L, -2); } else { lua_getfield(L, LUA_GLOBALSINDEX, cfi.name); } lua_CFunction func = lua_tocfunction(L, -1); s_cFuncInfoMap[func] = cfi.args; lua_pop(L, 1); } // deal with some stragglers lua_getfield(L, LUA_GLOBALSINDEX, "package"); lua_getfield(L, -1, "loaders"); lua_remove(L, -2); if(lua_istable(L, -1)) { for(int i=1;;i++) { lua_rawgeti(L, -1, i); lua_CFunction func = lua_tocfunction(L, -1); lua_pop(L,1); if(!func) break; s_cFuncInfoMap[func] = "name"; } } lua_pop(L,1); } // push arrays for storing hook functions in for(int i = 0; i < LUAMEMHOOK_COUNT; i++) { lua_newtable(L); lua_setfield(L, LUA_REGISTRYINDEX, luaMemHookTypeStrings[i]); } // register type luaL_newmetatable(L, "EMUFILE_MEMORY*"); lua_pushcfunction(L, gcEMUFILE_MEMORY); lua_setfield(L, -2, "__gc"); lua_pop(L, 1); } void ResetInfo(LuaContextInfo& info) { info.L = NULL; info.started = false; info.running = false; info.returned = false; info.crashed = false; info.restart = false; info.restartLater = false; info.worryCount = 0; info.stopWorrying = false; info.panic = false; info.ranExit = false; info.numDeferredFuncs = 0; info.ranFrameAdvance = false; info.transparencyModifier = 255; info.speedMode = SPEEDMODE_NORMAL; info.guiFuncsNeedDeferring = false; info.dataSaveKey = 0; info.dataLoadKey = 0; info.dataSaveLoadKeySet = false; info.rerecordCountingDisabled = false; info.numMemHooks = 0; info.persistVars.clear(); info.newDefaultData.ClearRecords(); info.guiData.data = (u32*)aggDraw.hud->buf().buf(); info.guiData.stridePix = aggDraw.hud->buf().stride_abs() / 4; info.guiData.xMin = 0; info.guiData.xMax = 256; info.guiData.yMin = 0; info.guiData.yMax = 192 * 2; info.guiData.xOrigin = 0; info.guiData.yOrigin = 192; } void OpenLuaContext(int uid, void(*print)(int uid, const char* str), void(*onstart)(int uid), void(*onstop)(int uid, bool statusOK)) { LuaContextInfo* newInfo = new LuaContextInfo(); ResetInfo(*newInfo); newInfo->print = print; newInfo->onstart = onstart; newInfo->onstop = onstop; luaContextInfo[uid] = newInfo; } void RunLuaScriptFile(int uid, const char* filenameCStr) { if(luaContextInfo.find(uid) == luaContextInfo.end()) return; StopLuaScript(uid); LuaContextInfo& info = *luaContextInfo[uid]; #ifdef USE_INFO_STACK infoStack.insert(infoStack.begin(), &info); struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope; // doing it like this makes sure that the info stack gets cleaned up even if an exception is thrown #endif info.nextFilename = filenameCStr; if(info.running) { // it's a little complicated, but... the call to luaL_dofile below // could call a C function that calls this very function again // additionally, if that happened then the above call to StopLuaScript // probably couldn't stop the script yet, so instead of continuing, // we'll set a flag that tells the first call of this function to loop again // when the script is able to stop safely info.restart = true; return; } do { std::string filename = info.nextFilename; lua_State* L = lua_open(); #ifndef USE_INFO_STACK luaStateToContextMap[L] = &info; #endif luaStateToUIDMap[L] = uid; ResetInfo(info); info.L = L; info.guiFuncsNeedDeferring = true; info.lastFilename = filename; SetSaveKey(info, FilenameFromPath(filename.c_str())); info.dataSaveLoadKeySet = false; registerLibs(L); // register a function to periodically check for inactivity lua_sethook(L, LuaRescueHook, LUA_MASKCOUNT, HOOKCOUNT); // deferred evaluation table lua_newtable(L); lua_setfield(L, LUA_REGISTRYINDEX, deferredGUIIDString); lua_newtable(L); lua_setfield(L, LUA_REGISTRYINDEX, deferredJoySetIDString); lua_newtable(L); lua_setfield(L, LUA_REGISTRYINDEX, refStashString); info.started = true; RefreshScriptStartedStatus(); if(info.onstart) info.onstart(uid); info.running = true; RefreshScriptSpeedStatus(); info.returned = false; int errorcode = luaL_dofile(L,filename.c_str()); info.running = false; RefreshScriptSpeedStatus(); info.returned = true; if (errorcode) { info.crashed = true; if(info.print) { info.print(uid, lua_tostring(L,-1)); info.print(uid, "\r\n"); } else { fprintf(stderr, "%s\n", lua_tostring(L,-1)); } StopLuaScript(uid); } else { dontworry(info); driver->USR_RefreshScreen(); StopScriptIfFinished(uid, true); } } while(info.restart); } void StopScriptIfFinished(int uid, bool justReturned) { LuaContextInfo& info = *luaContextInfo[uid]; if(!info.returned) return; // the script has returned, but it is not necessarily done running // because it may have registered a function that it expects to keep getting called // so check if it has any registered functions and stop the script only if it doesn't bool keepAlive = (info.numMemHooks != 0); for(int calltype = 0; calltype < LUACALL_COUNT && !keepAlive; calltype++) { lua_State* L = info.L; if(L) { const char* idstring = luaCallIDStrings[calltype]; lua_getfield(L, LUA_REGISTRYINDEX, idstring); bool isFunction = lua_isfunction(L, -1); lua_pop(L, 1); if(isFunction) keepAlive = true; } } if(keepAlive) { if(justReturned) { if(info.print) info.print(uid, "script returned but is still running registered functions\r\n"); else fprintf(stdout, "%s\n", "script returned but is still running registered functions"); } } else { if(info.print) info.print(uid, "script finished running\r\n"); else fprintf(stdout, "%s\n", "script finished running"); StopLuaScript(uid); } } void RequestAbortLuaScript(int uid, const char* message) { if(luaContextInfo.find(uid) == luaContextInfo.end()) return; LuaContextInfo& info = *luaContextInfo[uid]; lua_State* L = info.L; if(L) { // this probably isn't the right way to do it // but calling luaL_error here is positively unsafe // (it seemingly works fine but sometimes corrupts the emulation state in colorful ways) // and this works pretty well and is definitely safe, so screw it info.L->hookcount = 1; // run hook function as soon as possible info.panic = true; // and call luaL_error once we're inside the hook function if(message) { strncpy(info.panicMessage, message, sizeof(info.panicMessage)); info.panicMessage[sizeof(info.panicMessage)-1] = 0; } else { // attach file/line info because this is the case where it's most necessary to see that, // and often it won't be possible for the later luaL_error call to retrieve it otherwise. // this means sometimes printing multiple file/line numbers if luaL_error does find something, // but that's fine since more information is probably better anyway. luaL_where(L,0); // should be 0 and not 1 here to get useful (on force stop) messages const char* whereString = lua_tostring(L,-1); snprintf(info.panicMessage, sizeof(info.panicMessage), "%sscript terminated", whereString); lua_pop(L,1); } } } void SetSaveKey(LuaContextInfo& info, const char* key) { info.dataSaveKey = crc32(0, (const unsigned char*)key, strlen(key)); if(!info.dataSaveLoadKeySet) { info.dataLoadKey = info.dataSaveKey; info.dataSaveLoadKeySet = true; } } void SetLoadKey(LuaContextInfo& info, const char* key) { info.dataLoadKey = crc32(0, (const unsigned char*)key, strlen(key)); if(!info.dataSaveLoadKeySet) { info.dataSaveKey = info.dataLoadKey; info.dataSaveLoadKeySet = true; } } void HandleCallbackError(lua_State* L, LuaContextInfo& info, int uid, bool stopScript) { info.crashed = true; if(L->errfunc || L->errorJmp) luaL_error(L, lua_tostring(L,-1)); else { if(info.print) { info.print(uid, lua_tostring(L,-1)); info.print(uid, "\r\n"); } else { fprintf(stderr, "%s\n", lua_tostring(L,-1)); } if(stopScript) StopLuaScript(uid); } } void CallExitFunction(int uid) { LuaContextInfo& info = *luaContextInfo[uid]; lua_State* L = info.L; if(!L) return; dontworry(info); // first call the registered exit function if there is one if(!info.ranExit) { info.ranExit = true; #ifdef USE_INFO_STACK infoStack.insert(infoStack.begin(), &info); struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope; #endif //lua_settop(L, 0); lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEXIT]); int errorcode = 0; if (lua_isfunction(L, -1)) { bool wasRunning = info.running; info.running = true; RefreshScriptSpeedStatus(); bool wasPanic = info.panic; info.panic = false; // otherwise we could barely do anything in the exit function errorcode = lua_pcall(L, 0, 0, 0); info.panic |= wasPanic; // restore panic info.running = wasRunning; RefreshScriptSpeedStatus(); } // save persisted variable info after the exit function runs (even if it crashed) { // gather the final value of the variables we're supposed to persist LuaSaveData newExitData; { int numPersistVars = info.persistVars.size(); for(int i = 0; i < numPersistVars; i++) { const char* varName = info.persistVars[i].c_str(); lua_getfield(L, LUA_GLOBALSINDEX, varName); int type = lua_type(L,-1); unsigned int varNameCRC = crc32(0, (const unsigned char*)varName, strlen(varName)); newExitData.SaveRecordPartial(uid, varNameCRC, -1); lua_pop(L,1); } } char path [1024] = {0}; char* pathTypeChrPtr = ConstructScriptSaveDataPath(path, 1024, info); *pathTypeChrPtr = 'd'; if(info.newDefaultData.recordList) { FILE* defaultsFile = fopen(path, "wb"); if(defaultsFile) { info.newDefaultData.ExportRecords(defaultsFile); fclose(defaultsFile); } } else unlink(path); *pathTypeChrPtr = 'e'; if(newExitData.recordList) { FILE* persistFile = fopen(path, "wb"); if(persistFile) { newExitData.ExportRecords(persistFile); fclose(persistFile); } } else unlink(path); } if (errorcode) HandleCallbackError(L,info,uid,false); } } void StopLuaScript(int uid) { LuaContextInfo* infoPtr = luaContextInfo[uid]; if(!infoPtr) return; LuaContextInfo& info = *infoPtr; if(info.running) { // if it's currently running then we can't stop it now without crashing // so the best we can do is politely request for it to go kill itself RequestAbortLuaScript(uid); return; } lua_State* L = info.L; if(L) { CallExitFunction(uid); if(info.onstop) { info.stopWorrying = true, info.worryCount++, dontworry(info); // clear "busy" status info.onstop(uid, !info.crashed); // must happen before closing L and after the exit function, otherwise the final GUI state of the script won't be shown properly or at all } if(info.started) // this check is necessary { lua_close(L); #ifndef USE_INFO_STACK luaStateToContextMap.erase(L); #endif luaStateToUIDMap.erase(L); info.L = NULL; info.started = false; info.numMemHooks = 0; for(int i = 0; i < LUAMEMHOOK_COUNT; i++) CalculateMemHookRegions((LuaMemHookType)i); } RefreshScriptStartedStatus(); } } void CloseLuaContext(int uid) { StopLuaScript(uid); delete luaContextInfo[uid]; luaContextInfo.erase(uid); } TieredRegion hookedRegions [LUAMEMHOOK_COUNT]; // currently disabled for desmume, // and the performance hit might not be accepable // unless we can switch the emulation into a whole separate path // that has this callback enabled. static void CalculateMemHookRegions(LuaMemHookType hookType) { std::vector hookedBytes; std::map::iterator iter = luaContextInfo.begin(); std::map::iterator end = luaContextInfo.end(); while(iter != end) { LuaContextInfo& info = *iter->second; if(info.numMemHooks) { lua_State* L = info.L; if(L) { int top = lua_gettop(L); lua_getfield(L, LUA_REGISTRYINDEX, luaMemHookTypeStrings[hookType]); lua_pushnil(L); while(lua_next(L, -2)) { if(lua_isfunction(L, -1)) { unsigned int addr = lua_tointeger(L, -2); hookedBytes.push_back(addr); } lua_pop(L, 1); } if(!info.crashed) lua_settop(L, top); } } ++iter; } hookedRegions[hookType].Calculate(hookedBytes); } void CallRegisteredLuaMemHook_LuaMatch(unsigned int address, int size, unsigned int value, LuaMemHookType hookType) { std::map::iterator iter = luaContextInfo.begin(); std::map::iterator end = luaContextInfo.end(); while(iter != end) { LuaContextInfo& info = *iter->second; if(info.numMemHooks) { lua_State* L = info.L; if(L && !info.panic) { #ifdef USE_INFO_STACK infoStack.insert(infoStack.begin(), &info); struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope; #endif int top = lua_gettop(L); lua_getfield(L, LUA_REGISTRYINDEX, luaMemHookTypeStrings[hookType]); for(int i = address; i != address+size; i++) { lua_rawgeti(L, -1, i); if (lua_isfunction(L, -1)) { bool wasRunning = info.running; info.running = true; RefreshScriptSpeedStatus(); lua_pushinteger(L, address); lua_pushinteger(L, size); int errorcode = lua_pcall(L, 2, 0, 0); info.running = wasRunning; RefreshScriptSpeedStatus(); if (errorcode) { int uid = iter->first; HandleCallbackError(L,info,uid,true); } break; } else { lua_pop(L,1); } } if(!info.crashed) lua_settop(L, top); } } ++iter; } } bool AnyLuaActive() { std::map::iterator iter = luaContextInfo.begin(); std::map::iterator end = luaContextInfo.end(); while(iter != end) { LuaContextInfo& info = *iter->second; if(info.started) return true; ++iter; } return false; } void CallRegisteredLuaFunctions(LuaCallID calltype) { assert((unsigned int)calltype < (unsigned int)LUACALL_COUNT); const char* idstring = luaCallIDStrings[calltype]; std::map::iterator iter = luaContextInfo.begin(); std::map::iterator end = luaContextInfo.end(); while(iter != end) { int uid = iter->first; LuaContextInfo& info = *iter->second; lua_State* L = info.L; if(L && (!info.panic || calltype == LUACALL_BEFOREEXIT)) { #ifdef USE_INFO_STACK infoStack.insert(infoStack.begin(), &info); struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope; #endif // handle deferred GUI function calls and disabling deferring when unnecessary if(calltype == LUACALL_AFTEREMULATIONGUI || calltype == LUACALL_AFTEREMULATION) info.guiFuncsNeedDeferring = false; if(calltype == LUACALL_AFTEREMULATIONGUI) CallDeferredFunctions(L, deferredGUIIDString); if(calltype == LUACALL_BEFOREEMULATION) { assert(NDS_isProcessingUserInput()); CallDeferredFunctions(L, deferredJoySetIDString); } int top = lua_gettop(L); lua_getfield(L, LUA_REGISTRYINDEX, idstring); if (lua_isfunction(L, -1)) { bool wasRunning = info.running; info.running = true; RefreshScriptSpeedStatus(); int errorcode = lua_pcall(L, 0, 0, 0); info.running = wasRunning; RefreshScriptSpeedStatus(); if (errorcode) HandleCallbackError(L,info,uid,true); } else { lua_pop(L, 1); } info.guiFuncsNeedDeferring = true; if(!info.crashed) { lua_settop(L, top); if(!info.panic) dontworry(info); } } ++iter; } } void CallRegisteredLuaSaveFunctions(int savestateNumber, LuaSaveData& saveData) { const char* idstring = luaCallIDStrings[LUACALL_BEFORESAVE]; std::map::iterator iter = luaContextInfo.begin(); std::map::iterator end = luaContextInfo.end(); while(iter != end) { int uid = iter->first; LuaContextInfo& info = *iter->second; lua_State* L = info.L; if(L) { #ifdef USE_INFO_STACK infoStack.insert(infoStack.begin(), &info); struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope; #endif int top = lua_gettop(L); lua_getfield(L, LUA_REGISTRYINDEX, idstring); if (lua_isfunction(L, -1)) { bool wasRunning = info.running; info.running = true; RefreshScriptSpeedStatus(); lua_pushinteger(L, savestateNumber); int errorcode = lua_pcall(L, 1, LUA_MULTRET, 0); info.running = wasRunning; RefreshScriptSpeedStatus(); if (errorcode) HandleCallbackError(L,info,uid,true); saveData.SaveRecord(uid, info.dataSaveKey); } else { lua_pop(L, 1); } if(!info.crashed) lua_settop(L, top); } ++iter; } } void CallRegisteredLuaLoadFunctions(int savestateNumber, const LuaSaveData& saveData) { const char* idstring = luaCallIDStrings[LUACALL_AFTERLOAD]; std::map::iterator iter = luaContextInfo.begin(); std::map::iterator end = luaContextInfo.end(); while(iter != end) { int uid = iter->first; LuaContextInfo& info = *iter->second; lua_State* L = info.L; if(L) { #ifdef USE_INFO_STACK infoStack.insert(infoStack.begin(), &info); struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope; #endif int top = lua_gettop(L); lua_getfield(L, LUA_REGISTRYINDEX, idstring); if (lua_isfunction(L, -1)) { bool wasRunning = info.running; info.running = true; RefreshScriptSpeedStatus(); // since the scriptdata can be very expensive to load // (e.g. the registered save function returned some huge tables) // check the number of parameters the registered load function expects // and don't bother loading the parameters it wouldn't receive anyway int numParamsExpected = (L->top - 1)->value.gc->cl.l.p->numparams; if(numParamsExpected) numParamsExpected--; // minus one for the savestate number we always pass in int prevGarbage = lua_gc(L, LUA_GCCOUNT, 0); lua_pushinteger(L, savestateNumber); saveData.LoadRecord(uid, info.dataLoadKey, numParamsExpected); int n = lua_gettop(L) - 1; int errorcode = lua_pcall(L, n, 0, 0); info.running = wasRunning; RefreshScriptSpeedStatus(); if (errorcode) HandleCallbackError(L,info,uid,true); else { int newGarbage = lua_gc(L, LUA_GCCOUNT, 0); if(newGarbage - prevGarbage > 50) { // now seems to be a very good time to run the garbage collector // it might take a while now but that's better than taking 10 whiles 9 loads from now lua_gc(L, LUA_GCCOLLECT, 0); } } } else { lua_pop(L, 1); } if(!info.crashed) lua_settop(L, top); } ++iter; } } static const unsigned char* s_dbg_dataStart = NULL; static int s_dbg_dataSize = 0; // can't remember what the best way of doing this is... #if defined(i386) || defined(__i386) || defined(__i386__) || defined(M_I86) || defined(_M_IX86) || defined(_WIN32) #define IS_LITTLE_ENDIAN #endif // push a value's bytes onto the output stack template void PushBinaryItem(T item, std::vector& output) { unsigned char* buf = (unsigned char*)&item; #ifdef IS_LITTLE_ENDIAN for(int i = sizeof(T); i; i--) output.push_back(*buf++); #else int vecsize = output.size(); for(int i = sizeof(T); i; i--) output.insert(output.begin() + vecsize, *buf++); #endif } // read a value from the byte stream and advance the stream by its size template T AdvanceByteStream(const unsigned char*& data, unsigned int& remaining) { #ifdef IS_LITTLE_ENDIAN T rv = *(T*)data; data += sizeof(T); #else T rv; unsigned char* rvptr = (unsigned char*)&rv; for(int i = sizeof(T)-1; i>=0; i--) rvptr[i] = *data++; #endif remaining -= sizeof(T); return rv; } // advance the byte stream by a certain size without reading a value void AdvanceByteStream(const unsigned char*& data, unsigned int& remaining, int amount) { data += amount; remaining -= amount; } #define LUAEXT_TLONG 30 // 0x1E // 4-byte signed integer #define LUAEXT_TUSHORT 31 // 0x1F // 2-byte unsigned integer #define LUAEXT_TSHORT 32 // 0x20 // 2-byte signed integer #define LUAEXT_TBYTE 33 // 0x21 // 1-byte unsigned integer #define LUAEXT_TNILS 34 // 0x22 // multiple nils represented by a 4-byte integer (warning: becomes multiple stack entities) #define LUAEXT_TTABLE 0x40 // 0x40 through 0x4F // tables of different sizes: #define LUAEXT_BITS_1A 0x01 // size of array part fits in a 1-byte unsigned integer #define LUAEXT_BITS_2A 0x02 // size of array part fits in a 2-byte unsigned integer #define LUAEXT_BITS_4A 0x03 // size of array part fits in a 4-byte unsigned integer #define LUAEXT_BITS_1H 0x04 // size of hash part fits in a 1-byte unsigned integer #define LUAEXT_BITS_2H 0x08 // size of hash part fits in a 2-byte unsigned integer #define LUAEXT_BITS_4H 0x0C // size of hash part fits in a 4-byte unsigned integer #define BITMATCH(x,y) (((x) & (y)) == (y)) static void PushNils(std::vector& output, int& nilcount) { int count = nilcount; nilcount = 0; static const int minNilsWorthEncoding = 6; // because a LUAEXT_TNILS entry is 5 bytes if(count < minNilsWorthEncoding) { for(int i = 0; i < count; i++) output.push_back(LUA_TNIL); } else { output.push_back(LUAEXT_TNILS); PushBinaryItem(count, output); } } static void LuaStackToBinaryConverter(lua_State* L, int i, std::vector& output) { int type = lua_type(L, i); // the first byte of every serialized item says what Lua type it is output.push_back(type & 0xFF); switch(type) { default: { //printf("wrote unknown type %d (0x%x)\n", type, type); //assert(0); LuaContextInfo& info = GetCurrentInfo(); if(info.print) { char errmsg [1024]; sprintf(errmsg, "values of type \"%s\" are not allowed to be returned from registered save functions.\r\n", luaL_typename(L,i)); info.print(luaStateToUIDMap[L->l_G->mainthread], errmsg); } else { fprintf(stderr, "values of type \"%s\" are not allowed to be returned from registered save functions.\n", luaL_typename(L,i)); } } break; case LUA_TNIL: // no information necessary beyond the type break; case LUA_TBOOLEAN: // serialize as 0 or 1 output.push_back(lua_toboolean(L,i)); break; case LUA_TSTRING: // serialize as a 0-terminated string of characters { const char* str = lua_tostring(L,i); while(*str) output.push_back(*str++); output.push_back('\0'); } break; case LUA_TNUMBER: { double num = (double)lua_tonumber(L,i); s32 inum = (s32)lua_tointeger(L,i); if(num != inum) { PushBinaryItem(num, output); } else { if((inum & ~0xFF) == 0) type = LUAEXT_TBYTE; else if((u16)(inum & 0xFFFF) == inum) type = LUAEXT_TUSHORT; else if((s16)(inum & 0xFFFF) == inum) type = LUAEXT_TSHORT; else type = LUAEXT_TLONG; output.back() = type; switch(type) { case LUAEXT_TLONG: PushBinaryItem(inum, output); break; case LUAEXT_TUSHORT: PushBinaryItem(inum, output); break; case LUAEXT_TSHORT: PushBinaryItem(inum, output); break; case LUAEXT_TBYTE: output.push_back(inum); break; } } } break; case LUA_TTABLE: // serialize as a type that describes how many bytes are used for storing the counts, // followed by the number of array entries if any, then the number of hash entries if any, // then a Lua value per array entry, then a (key,value) pair of Lua values per hashed entry // note that the structure of table references are not faithfully serialized (yet) { int outputTypeIndex = output.size() - 1; int arraySize = 0; int hashSize = 0; if(lua_checkstack(L, 4) && std::find(s_tableAddressStack.begin(), s_tableAddressStack.end(), lua_topointer(L,i)) == s_tableAddressStack.end()) { s_tableAddressStack.push_back(lua_topointer(L,i)); struct Scope { ~Scope(){ s_tableAddressStack.pop_back(); } } scope; bool wasnil = false; int nilcount = 0; arraySize = lua_objlen(L, i); int arrayValIndex = lua_gettop(L) + 1; for(int j = 1; j <= arraySize; j++) { lua_rawgeti(L, i, j); bool isnil = lua_isnil(L, arrayValIndex); if(isnil) nilcount++; else { if(wasnil) PushNils(output, nilcount); LuaStackToBinaryConverter(L, arrayValIndex, output); } lua_pop(L, 1); wasnil = isnil; } if(wasnil) PushNils(output, nilcount); if(arraySize) lua_pushinteger(L, arraySize); // before first key else lua_pushnil(L); // before first key int keyIndex = lua_gettop(L); int valueIndex = keyIndex + 1; while(lua_next(L, i)) { assert(lua_type(L, keyIndex) && "nil key in Lua table, impossible"); assert(lua_type(L, valueIndex) && "nil value in Lua table, impossible"); LuaStackToBinaryConverter(L, keyIndex, output); LuaStackToBinaryConverter(L, valueIndex, output); lua_pop(L, 1); hashSize++; } } int outputType = LUAEXT_TTABLE; if(arraySize & 0xFFFF0000) outputType |= LUAEXT_BITS_4A; else if(arraySize & 0xFF00) outputType |= LUAEXT_BITS_2A; else if(arraySize & 0xFF) outputType |= LUAEXT_BITS_1A; if(hashSize & 0xFFFF0000) outputType |= LUAEXT_BITS_4H; else if(hashSize & 0xFF00) outputType |= LUAEXT_BITS_2H; else if(hashSize & 0xFF) outputType |= LUAEXT_BITS_1H; output[outputTypeIndex] = outputType; int insertIndex = outputTypeIndex; if(BITMATCH(outputType,LUAEXT_BITS_4A) || BITMATCH(outputType,LUAEXT_BITS_2A) || BITMATCH(outputType,LUAEXT_BITS_1A)) output.insert(output.begin() + (++insertIndex), arraySize & 0xFF); if(BITMATCH(outputType,LUAEXT_BITS_4A) || BITMATCH(outputType,LUAEXT_BITS_2A)) output.insert(output.begin() + (++insertIndex), (arraySize & 0xFF00) >> 8); if(BITMATCH(outputType,LUAEXT_BITS_4A)) output.insert(output.begin() + (++insertIndex), (arraySize & 0x00FF0000) >> 16), output.insert(output.begin() + (++insertIndex), (arraySize & 0xFF000000) >> 24); if(BITMATCH(outputType,LUAEXT_BITS_4H) || BITMATCH(outputType,LUAEXT_BITS_2H) || BITMATCH(outputType,LUAEXT_BITS_1H)) output.insert(output.begin() + (++insertIndex), hashSize & 0xFF); if(BITMATCH(outputType,LUAEXT_BITS_4H) || BITMATCH(outputType,LUAEXT_BITS_2H)) output.insert(output.begin() + (++insertIndex), (hashSize & 0xFF00) >> 8); if(BITMATCH(outputType,LUAEXT_BITS_4H)) output.insert(output.begin() + (++insertIndex), (hashSize & 0x00FF0000) >> 16), output.insert(output.begin() + (++insertIndex), (hashSize & 0xFF000000) >> 24); } break; } } // complements LuaStackToBinaryConverter void BinaryToLuaStackConverter(lua_State* L, const unsigned char*& data, unsigned int& remaining) { assert(s_dbg_dataSize - (data - s_dbg_dataStart) == remaining); unsigned char type = AdvanceByteStream(data, remaining); switch(type) { default: { //printf("read unknown type %d (0x%x)\n", type, type); //assert(0); LuaContextInfo& info = GetCurrentInfo(); if(info.print) { char errmsg [1024]; if(type <= 10 && type != LUA_TTABLE) sprintf(errmsg, "values of type \"%s\" are not allowed to be loaded into registered load functions. The save state's Lua save data file might be corrupted.\r\n", lua_typename(L,type)); else sprintf(errmsg, "The save state's Lua save data file seems to be corrupted.\r\n"); info.print(luaStateToUIDMap[L->l_G->mainthread], errmsg); } else { if(type <= 10 && type != LUA_TTABLE) fprintf(stderr, "values of type \"%s\" are not allowed to be loaded into registered load functions. The save state's Lua save data file might be corrupted.\n", lua_typename(L,type)); else fprintf(stderr, "The save state's Lua save data file seems to be corrupted.\n"); } } break; case LUA_TNIL: lua_pushnil(L); break; case LUA_TBOOLEAN: lua_pushboolean(L, AdvanceByteStream(data, remaining)); break; case LUA_TSTRING: lua_pushstring(L, (const char*)data); AdvanceByteStream(data, remaining, strlen((const char*)data) + 1); break; case LUA_TNUMBER: lua_pushnumber(L, AdvanceByteStream(data, remaining)); break; case LUAEXT_TLONG: lua_pushinteger(L, AdvanceByteStream(data, remaining)); break; case LUAEXT_TUSHORT: lua_pushinteger(L, AdvanceByteStream(data, remaining)); break; case LUAEXT_TSHORT: lua_pushinteger(L, AdvanceByteStream(data, remaining)); break; case LUAEXT_TBYTE: lua_pushinteger(L, AdvanceByteStream(data, remaining)); break; case LUAEXT_TTABLE: case LUAEXT_TTABLE | LUAEXT_BITS_1A: case LUAEXT_TTABLE | LUAEXT_BITS_2A: case LUAEXT_TTABLE | LUAEXT_BITS_4A: case LUAEXT_TTABLE | LUAEXT_BITS_1H: case LUAEXT_TTABLE | LUAEXT_BITS_2H: case LUAEXT_TTABLE | LUAEXT_BITS_4H: case LUAEXT_TTABLE | LUAEXT_BITS_1A | LUAEXT_BITS_1H: case LUAEXT_TTABLE | LUAEXT_BITS_2A | LUAEXT_BITS_1H: case LUAEXT_TTABLE | LUAEXT_BITS_4A | LUAEXT_BITS_1H: case LUAEXT_TTABLE | LUAEXT_BITS_1A | LUAEXT_BITS_2H: case LUAEXT_TTABLE | LUAEXT_BITS_2A | LUAEXT_BITS_2H: case LUAEXT_TTABLE | LUAEXT_BITS_4A | LUAEXT_BITS_2H: case LUAEXT_TTABLE | LUAEXT_BITS_1A | LUAEXT_BITS_4H: case LUAEXT_TTABLE | LUAEXT_BITS_2A | LUAEXT_BITS_4H: case LUAEXT_TTABLE | LUAEXT_BITS_4A | LUAEXT_BITS_4H: { unsigned int arraySize = 0; if(BITMATCH(type,LUAEXT_BITS_4A) || BITMATCH(type,LUAEXT_BITS_2A) || BITMATCH(type,LUAEXT_BITS_1A)) arraySize |= AdvanceByteStream(data, remaining); if(BITMATCH(type,LUAEXT_BITS_4A) || BITMATCH(type,LUAEXT_BITS_2A)) arraySize |= ((u16)AdvanceByteStream(data, remaining)) << 8; if(BITMATCH(type,LUAEXT_BITS_4A)) arraySize |= ((u32)AdvanceByteStream(data, remaining)) << 16, arraySize |= ((u32)AdvanceByteStream(data, remaining)) << 24; unsigned int hashSize = 0; if(BITMATCH(type,LUAEXT_BITS_4H) || BITMATCH(type,LUAEXT_BITS_2H) || BITMATCH(type,LUAEXT_BITS_1H)) hashSize |= AdvanceByteStream(data, remaining); if(BITMATCH(type,LUAEXT_BITS_4H) || BITMATCH(type,LUAEXT_BITS_2H)) hashSize |= ((u16)AdvanceByteStream(data, remaining)) << 8; if(BITMATCH(type,LUAEXT_BITS_4H)) hashSize |= ((u32)AdvanceByteStream(data, remaining)) << 16, hashSize |= ((u32)AdvanceByteStream(data, remaining)) << 24; lua_createtable(L, arraySize, hashSize); unsigned int n = 1; while(n <= arraySize) { if(*data == LUAEXT_TNILS) { AdvanceByteStream(data, remaining, 1); n += AdvanceByteStream(data, remaining); } else { BinaryToLuaStackConverter(L, data, remaining); // push value lua_rawseti(L, -2, n); // table[n] = value n++; } } for(unsigned int h = 1; h <= hashSize; h++) { BinaryToLuaStackConverter(L, data, remaining); // push key BinaryToLuaStackConverter(L, data, remaining); // push value lua_rawset(L, -3); // table[key] = value } } break; } } static const unsigned char luaBinaryMajorVersion = 9; static const unsigned char luaBinaryMinorVersion = 1; unsigned char* LuaStackToBinary(lua_State* L, unsigned int& size) { int n = lua_gettop(L); if(n == 0) return NULL; std::vector output; output.push_back(luaBinaryMajorVersion); output.push_back(luaBinaryMinorVersion); for(int i = 1; i <= n; i++) LuaStackToBinaryConverter(L, i, output); unsigned char* rv = new unsigned char [output.size()]; memcpy(rv, &output.front(), output.size()); size = output.size(); return rv; } void BinaryToLuaStack(lua_State* L, const unsigned char* data, unsigned int size, unsigned int itemsToLoad) { unsigned char major = *data++; unsigned char minor = *data++; size -= 2; if(luaBinaryMajorVersion != major || luaBinaryMinorVersion != minor) return; while(size > 0 && itemsToLoad > 0) { BinaryToLuaStackConverter(L, data, size); itemsToLoad--; } } // saves Lua stack into a record and pops it void LuaSaveData::SaveRecord(int uid, unsigned int key) { LuaContextInfo& info = *luaContextInfo[uid]; lua_State* L = info.L; if(!L) return; Record* cur = new Record(); cur->key = key; cur->data = LuaStackToBinary(L, cur->size); cur->next = NULL; lua_settop(L,0); if(cur->size <= 0) { delete cur; return; } Record* last = recordList; while(last && last->next) last = last->next; if(last) last->next = cur; else recordList = cur; } // pushes a record's data onto the Lua stack void LuaSaveData::LoadRecord(int uid, unsigned int key, unsigned int itemsToLoad) const { LuaContextInfo& info = *luaContextInfo[uid]; lua_State* L = info.L; if(!L) return; Record* cur = recordList; while(cur) { if(cur->key == key) { s_dbg_dataStart = cur->data; s_dbg_dataSize = cur->size; BinaryToLuaStack(L, cur->data, cur->size, itemsToLoad); return; } cur = cur->next; } } // saves part of the Lua stack (at the given index) into a record and does NOT pop anything void LuaSaveData::SaveRecordPartial(int uid, unsigned int key, int idx) { LuaContextInfo& info = *luaContextInfo[uid]; lua_State* L = info.L; if(!L) return; if(idx < 0) idx += lua_gettop(L)+1; Record* cur = new Record(); cur->key = key; cur->next = NULL; if(idx <= lua_gettop(L)) { std::vector output; output.push_back(luaBinaryMajorVersion); output.push_back(luaBinaryMinorVersion); LuaStackToBinaryConverter(L, idx, output); unsigned char* rv = new unsigned char [output.size()]; memcpy(rv, &output.front(), output.size()); cur->size = output.size(); cur->data = rv; } if(cur->size <= 0) { delete cur; return; } Record* last = recordList; while(last && last->next) last = last->next; if(last) last->next = cur; else recordList = cur; } void fwriteint(unsigned int value, FILE* file) { for(int i=0;i<4;i++) { int w = value & 0xFF; fwrite(&w, 1, 1, file); value >>= 8; } } void freadint(unsigned int& value, FILE* file) { int rv = 0; for(int i=0;i<4;i++) { int r = 0; fread(&r, 1, 1, file); rv |= r << (i*8); } value = rv; } // writes all records to an already-open file void LuaSaveData::ExportRecords(void* fileV) const { FILE* file = (FILE*)fileV; if(!file) return; Record* cur = recordList; while(cur) { fwriteint(cur->key, file); fwriteint(cur->size, file); fwrite(cur->data, cur->size, 1, file); cur = cur->next; } } // reads records from an already-open file void LuaSaveData::ImportRecords(void* fileV) { FILE* file = (FILE*)fileV; if(!file) return; ClearRecords(); Record rec; Record* cur = &rec; Record* last = NULL; while(1) { freadint(cur->key, file); freadint(cur->size, file); if(feof(file) || ferror(file)) break; cur->data = new unsigned char [cur->size]; fread(cur->data, cur->size, 1, file); Record* next = new Record(); memcpy(next, cur, sizeof(Record)); next->next = NULL; if(last) last->next = next; else recordList = next; last = next; } } void LuaSaveData::ClearRecords() { Record* cur = recordList; while(cur) { Record* del = cur; cur = cur->next; delete[] del->data; delete del; } recordList = NULL; } void DontWorryLua() // everything's going to be OK { std::map::const_iterator iter = luaContextInfo.begin(); std::map::const_iterator end = luaContextInfo.end(); while(iter != end) { dontworry(*iter->second); ++iter; } } void EnableStopAllLuaScripts(bool enable) { g_stopAllScriptsEnabled = enable; } void StopAllLuaScripts() { if(!g_stopAllScriptsEnabled) return; std::map::const_iterator iter = luaContextInfo.begin(); std::map::const_iterator end = luaContextInfo.end(); while(iter != end) { int uid = iter->first; LuaContextInfo& info = *iter->second; bool wasStarted = info.started; StopLuaScript(uid); info.restartLater = wasStarted; ++iter; } } void RestartAllLuaScripts() { if(!g_stopAllScriptsEnabled) return; std::map::const_iterator iter = luaContextInfo.begin(); std::map::const_iterator end = luaContextInfo.end(); while(iter != end) { int uid = iter->first; LuaContextInfo& info = *iter->second; if(info.restartLater || info.started) { info.restartLater = false; RunLuaScriptFile(uid, info.lastFilename.c_str()); } ++iter; } } // sets anything that needs to depend on the total number of scripts running void RefreshScriptStartedStatus() { int numScriptsStarted = 0; std::map::const_iterator iter = luaContextInfo.begin(); std::map::const_iterator end = luaContextInfo.end(); while(iter != end) { LuaContextInfo& info = *iter->second; if(info.started) numScriptsStarted++; ++iter; } // frameadvSkipLagForceDisable = (numScriptsStarted != 0); // disable while scripts are running because currently lag skipping makes lua callbacks get called twice per frame advance g_numScriptsStarted = numScriptsStarted; } // sets anything that needs to depend on speed mode or running status of scripts void RefreshScriptSpeedStatus() { g_anyScriptsHighSpeed = false; std::map::const_iterator iter = luaContextInfo.begin(); std::map::const_iterator end = luaContextInfo.end(); while(iter != end) { LuaContextInfo& info = *iter->second; if(info.running) if(info.speedMode == SPEEDMODE_TURBO || info.speedMode == SPEEDMODE_MAXIMUM) g_anyScriptsHighSpeed = true; ++iter; } }