Added emu.setlagflag() Lua function
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95a301dbb2
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@ -622,7 +622,8 @@ void UpdateDebugger()
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return;
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return;
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//but if the debugger IS visible, then focus it
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//but if the debugger IS visible, then focus it
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SetActiveWindow(hDebug);
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ShowWindow(hDebug, SW_SHOWNORMAL);
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SetForegroundWindow(hDebug);
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char str[512] = {0}, str2[512] = {0}, chr[8];
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char str[512] = {0}, str2[512] = {0}, chr[8];
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int tmp,ret,i;
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int tmp,ret,i;
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@ -802,7 +802,7 @@ BEGIN
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END
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END
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MESSAGELOG DIALOGEX 33, 38, 197, 229
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MESSAGELOG DIALOGEX 33, 38, 197, 229
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STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_SYSMENU
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STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_MINIMIZEBOX | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_SYSMENU
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CAPTION "Message Log"
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CAPTION "Message Log"
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FONT 9, "MS Shell Dlg", 0, 0, 0x0
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FONT 9, "MS Shell Dlg", 0, 0, 0x0
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BEGIN
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BEGIN
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@ -2642,6 +2642,15 @@ int emu_lagged (lua_State *L) {
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return 1;
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return 1;
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}
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}
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//emu_setlagflag(bool value)
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//
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//Returns true if the game is currently on a lag frame
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int emu_setlagflag(lua_State *L)
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{
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FCEUI_SetLagFlag(lua_toboolean(L, 1) == 1);
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return 0;
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}
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// boolean emu.emulating()
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// boolean emu.emulating()
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int emu_emulating(lua_State *L) {
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int emu_emulating(lua_State *L) {
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lua_pushboolean(L, GameInfo != NULL);
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lua_pushboolean(L, GameInfo != NULL);
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@ -5199,6 +5208,7 @@ static const struct luaL_reg emulib [] = {
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{"framecount", emu_framecount},
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{"framecount", emu_framecount},
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{"lagcount", emu_lagcount},
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{"lagcount", emu_lagcount},
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{"lagged", emu_lagged},
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{"lagged", emu_lagged},
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{"setlagflag", emu_setlagflag},
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{"emulating", emu_emulating},
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{"emulating", emu_emulating},
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{"registerbefore", emu_registerbefore},
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{"registerbefore", emu_registerbefore},
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{"registerafter", emu_registerafter},
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{"registerafter", emu_registerafter},
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@ -498,8 +498,14 @@ int FCEUI_GetLagCount(void)
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bool FCEUI_GetLagged(void)
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bool FCEUI_GetLagged(void)
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{
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{
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if (lagFlag) return true;
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if (lagFlag)
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else return false;
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return true;
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else
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return false;
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}
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void FCEUI_SetLagFlag(bool value)
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{
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lagFlag = (value) ? 1 : 0;
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}
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}
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bool FCEUMOV_ShouldPause(void)
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bool FCEUMOV_ShouldPause(void)
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@ -82,6 +82,7 @@ bool FCEUMOV_ShouldPause(void);
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int FCEUMOV_GetFrame(void);
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int FCEUMOV_GetFrame(void);
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int FCEUI_GetLagCount(void);
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int FCEUI_GetLagCount(void);
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bool FCEUI_GetLagged(void);
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bool FCEUI_GetLagged(void);
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void FCEUI_SetLagFlag(bool value);
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int FCEUMOV_WriteState(EMUFILE* os);
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int FCEUMOV_WriteState(EMUFILE* os);
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bool FCEUMOV_ReadState(EMUFILE* is, uint32 size);
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bool FCEUMOV_ReadState(EMUFILE* is, uint32 size);
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