Lua - added movie.active() function. Returns a bool value based on whether a move is loaded.

This commit is contained in:
adelikat 2009-03-15 15:29:35 +00:00
parent e42bbace5e
commit b947e0d25b
2 changed files with 15 additions and 0 deletions

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@ -1,4 +1,5 @@
---version 2.0.4 yet to be released---
14-mar-2009 - adelikat - Lua - added movie.active() - returns a bool value based on whether a movie is currently loaded
14-mar-2009 - adelikat - Fixed Joypad.set, it uses 3 values instead of 2 now. True will take control of a button and make it on, False will take control and make it off, and Nil will not take control (allowing the user to press the button)
14-mar-2009 - adelikat - Fix major crash issue where NROM game savestates were writing erroneous information if a non NROM game was loaded prior
13-mar-2009 - adelikat - Closing game / Opening new game resets the frame counter

View File

@ -893,6 +893,9 @@ int fceu_lagcount(lua_State *L) {
return 1;
}
//fceu_lagged()
//
//Returns true if the game is currently on a lag frame
int fceu_lagged (lua_State *L) {
bool Lag_Frame = FCEUI_GetLagged();
@ -934,6 +937,16 @@ static int movie_stop(lua_State *L) {
}
// movie.active()
//
//returns a bool value is there is a movie currently opn
int movie_active (lua_State *L) {
bool movieactive = (FCEUMOV_IsRecording() || FCEUMOV_IsPlaying());
lua_pushboolean(L, movieactive);
return 1;
}
// Common code by the gui library: make sure the screen array is ready
static void gui_prepare() {
if (!gui_data)
@ -1837,6 +1850,7 @@ static const struct luaL_reg movielib[] = {
{"mode", movie_mode},
{"rerecordcounting", movie_rerecordcounting},
{"stop", movie_stop},
{"active", movie_active},
// {"record", movie_record},
// {"playback", movie_playback},