Lua: rename fceu_* functions to emu_*
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080eb55ee4
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f0a1983112
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@ -262,10 +262,10 @@ void FCEU_LuaWriteInform() {
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/**
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* Toggle certain rendering planes
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* FCEU.setrenderingplanes(sprites, background)
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* emu.setrenderingplanes(sprites, background)
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* Accepts two (lua) boolean values and acts accordingly
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*/
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static int fceu_setrenderplanes(lua_State *L) {
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static int emu_setrenderplanes(lua_State *L) {
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bool sprites = (lua_toboolean( L, 1 ) == 1);
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bool background = (lua_toboolean( L, 2 ) == 1);
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FCEUI_SetRenderPlanes(sprites, background);
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@ -276,7 +276,7 @@ static int fceu_setrenderplanes(lua_State *L) {
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// FCEU.speedmode(string mode)
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// emu.speedmode(string mode)
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//
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// Takes control of the emulation speed
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// of the system. Normal is normal speed (60fps, 50 for PAL),
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@ -284,7 +284,7 @@ static int fceu_setrenderplanes(lua_State *L) {
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// turbo renders only a few frames in order to speed up emulation,
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// maximum renders no frames
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// TODO: better enforcement, done in the same way as basicbot...
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static int fceu_speedmode(lua_State *L) {
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static int emu_speedmode(lua_State *L) {
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const char *mode = luaL_checkstring(L,1);
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if (strcasecmp(mode, "normal")==0) {
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@ -296,7 +296,7 @@ static int fceu_speedmode(lua_State *L) {
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} else if (strcasecmp(mode, "maximum")==0) {
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speedmode = SPEED_MAXIMUM;
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} else
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luaL_error(L, "Invalid mode %s to FCEU.speedmode",mode);
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luaL_error(L, "Invalid mode %s to emu.speedmode",mode);
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//printf("new speed mode: %d\n", speedmode);
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if (speedmode == SPEED_NORMAL)
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@ -309,35 +309,35 @@ static int fceu_speedmode(lua_State *L) {
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return 0;
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}
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// FCEU.poweron()
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// emu.poweron()
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//
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// Executes a power cycle
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static int fceu_poweron(lua_State *L) {
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static int emu_poweron(lua_State *L) {
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if (GameInfo)
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FCEUI_PowerNES();
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return 0;
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}
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// FCEU.softreset()
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// emu.softreset()
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//
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// Executes a power cycle
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static int fceu_softreset(lua_State *L) {
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static int emu_softreset(lua_State *L) {
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if (GameInfo)
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FCEUI_ResetNES();
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return 0;
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}
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// FCEU.frameadvance()
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// emu.frameadvance()
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//
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// Executes a frame advance. Occurs by yielding the coroutine, then re-running
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// when we break out.
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static int fceu_frameadvance(lua_State *L) {
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static int emu_frameadvance(lua_State *L) {
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// We're going to sleep for a frame-advance. Take notes.
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if (frameAdvanceWaiting)
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return luaL_error(L, "can't call FCEU.frameadvance() from here");
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return luaL_error(L, "can't call emu.frameadvance() from here");
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frameAdvanceWaiting = TRUE;
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@ -349,12 +349,12 @@ static int fceu_frameadvance(lua_State *L) {
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}
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// FCEU.pause()
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// emu.pause()
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//
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// Pauses the emulator, function "waits" until the user unpauses.
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// This function MAY be called from a non-frame boundary, but the frame
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// finishes executing anwyays. In this case, the function returns immediately.
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static int fceu_pause(lua_State *L) {
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static int emu_pause(lua_State *L) {
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if (!FCEUI_EmulationPaused())
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FCEUI_ToggleEmulationPause();
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@ -371,11 +371,11 @@ static int fceu_pause(lua_State *L) {
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}
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//FCEU.unpause()
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//emu.unpause()
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//
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//adelikat: Why wasn't this added sooner?
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//Gives the user a way to unpause the emulator via lua
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static int fceu_unpause(lua_State *L) {
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static int emu_unpause(lua_State *L) {
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if (FCEUI_EmulationPaused())
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FCEUI_ToggleEmulationPause();
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@ -393,10 +393,10 @@ static int fceu_unpause(lua_State *L) {
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}
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// FCEU.message(string msg)
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// emu.message(string msg)
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//
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// Displays the given message on the screen.
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static int fceu_message(lua_State *L) {
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static int emu_message(lua_State *L) {
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const char *msg = luaL_checkstring(L,1);
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FCEU_DispMessage("%s", msg);
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@ -406,7 +406,7 @@ static int fceu_message(lua_State *L) {
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}
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static int fceu_registerbefore(lua_State *L) {
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static int emu_registerbefore(lua_State *L) {
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if (!lua_isnil(L,1))
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luaL_checktype(L, 1, LUA_TFUNCTION);
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lua_settop(L,1);
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@ -417,7 +417,7 @@ static int fceu_registerbefore(lua_State *L) {
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return 1;
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}
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static int fceu_registerafter(lua_State *L) {
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static int emu_registerafter(lua_State *L) {
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if (!lua_isnil(L,1))
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luaL_checktype(L, 1, LUA_TFUNCTION);
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lua_settop(L,1);
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@ -428,7 +428,7 @@ static int fceu_registerafter(lua_State *L) {
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return 1;
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}
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static int fceu_registerexit(lua_State *L) {
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static int emu_registerexit(lua_State *L) {
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if (!lua_isnil(L,1))
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luaL_checktype(L, 1, LUA_TFUNCTION);
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lua_settop(L,1);
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@ -959,19 +959,19 @@ int movie_framecount(lua_State *L) {
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return 1;
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}
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//int fceu.lagcount()
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//int emu.lagcount()
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//
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// Gets the current lag count
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int fceu_lagcount(lua_State *L) {
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int emu_lagcount(lua_State *L) {
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lua_pushinteger(L, FCEUI_GetLagCount());
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return 1;
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}
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//fceu_lagged()
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//emu_lagged()
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//
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//Returns true if the game is currently on a lag frame
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int fceu_lagged (lua_State *L) {
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int emu_lagged (lua_State *L) {
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bool Lag_Frame = FCEUI_GetLagged();
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lua_pushboolean(L, Lag_Frame);
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@ -1047,19 +1047,19 @@ static int movie_length (lua_State *L) {
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return 1;
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}
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//FCEU.getreadonly
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//emu.getreadonly
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//
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//returns true is emulator is in read-only mode, false if it is in read+wrte
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static int fceu_getreadonly (lua_State *L) {
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static int emu_getreadonly (lua_State *L) {
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lua_pushboolean(L, FCEUI_GetMovieToggleReadOnly());
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return 1;
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}
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//FCEU.setreadonly
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//emu.setreadonly
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//
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//Sets readonly / read+write status
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static int fceu_setreadonly (lua_State *L) {
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static int emu_setreadonly (lua_State *L) {
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bool which = (lua_toboolean( L, 1 ) == 1);
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FCEUI_SetMovieToggleReadOnly(which);
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@ -1989,14 +1989,14 @@ static void FCEU_LuaHookFunction(lua_State *L, lua_Debug *dbg) {
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}
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static void fceu_exec_count_hook(lua_State *L, lua_Debug *dbg) {
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static void emu_exec_count_hook(lua_State *L, lua_Debug *dbg) {
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luaL_error(L, "exec_count timeout");
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}
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static int fceu_exec_count(lua_State *L) {
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static int emu_exec_count(lua_State *L) {
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int count = (int)luaL_checkinteger(L,1);
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lua_pushvalue(L, 2);
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lua_sethook(L, fceu_exec_count_hook, LUA_MASKCOUNT, count);
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lua_sethook(L, emu_exec_count_hook, LUA_MASKCOUNT, count);
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int ret = lua_pcall(L, 0, 0, 0);
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lua_sethook(L, NULL, 0, 0);
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lua_settop(L,0);
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@ -2006,7 +2006,7 @@ static int fceu_exec_count(lua_State *L) {
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#ifdef WIN32
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static HANDLE readyEvent, goEvent;
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DWORD WINAPI fceu_exec_time_proc(LPVOID lpParameter)
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DWORD WINAPI emu_exec_time_proc(LPVOID lpParameter)
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{
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SetEvent(readyEvent);
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WaitForSingleObject(goEvent,INFINITE);
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@ -2019,18 +2019,18 @@ DWORD WINAPI fceu_exec_time_proc(LPVOID lpParameter)
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return 0;
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}
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static void fceu_exec_time_hook(lua_State *L, lua_Debug *dbg) {
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static void emu_exec_time_hook(lua_State *L, lua_Debug *dbg) {
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luaL_error(L, "exec_time timeout");
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}
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static int fceu_exec_time(lua_State *L)
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static int emu_exec_time(lua_State *L)
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{
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int count = (int)luaL_checkinteger(L,1);
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readyEvent = CreateEvent(0,true,false,0);
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goEvent = CreateEvent(0,true,false,0);
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DWORD threadid;
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HANDLE thread = CreateThread(0,0,fceu_exec_time_proc,(LPVOID)L,0,&threadid);
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HANDLE thread = CreateThread(0,0,emu_exec_time_proc,(LPVOID)L,0,&threadid);
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SetThreadAffinityMask(thread,1);
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//wait for the lua thread to start
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WaitForSingleObject(readyEvent,INFINITE);
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@ -2041,7 +2041,7 @@ static int fceu_exec_time(lua_State *L)
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WaitForSingleObject(readyEvent,count);
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//kill lua (if it hasnt already been killed)
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lua_sethook(L, fceu_exec_time_hook, LUA_MASKCALL | LUA_MASKRET | LUA_MASKCOUNT, 1);
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lua_sethook(L, emu_exec_time_hook, LUA_MASKCALL | LUA_MASKRET | LUA_MASKCOUNT, 1);
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//keep on waiting for the lua thread to come back
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WaitForSingleObject(readyEvent,count);
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@ -2057,28 +2057,28 @@ static int fceu_exec_time(lua_State *L)
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}
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#else
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static int fceu_exec_time(lua_State *L) { return 0; }
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static int emu_exec_time(lua_State *L) { return 0; }
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#endif
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static const struct luaL_reg fceulib [] = {
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{"poweron", fceu_poweron},
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{"softreset", fceu_softreset},
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{"speedmode", fceu_speedmode},
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{"frameadvance", fceu_frameadvance},
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{"pause", fceu_pause},
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{"unpause", fceu_unpause},
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{"exec_count", fceu_exec_count},
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{"exec_time", fceu_exec_time},
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{"setrenderplanes", fceu_setrenderplanes},
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{"message", fceu_message},
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{"lagcount", fceu_lagcount},
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{"lagged", fceu_lagged},
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{"getreadonly", fceu_getreadonly},
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{"setreadonly", fceu_setreadonly},
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{"registerbefore", fceu_registerbefore},
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{"registerafter", fceu_registerafter},
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{"registerexit", fceu_registerexit},
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{"poweron", emu_poweron},
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{"softreset", emu_softreset},
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{"speedmode", emu_speedmode},
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{"frameadvance", emu_frameadvance},
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{"pause", emu_pause},
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{"unpause", emu_unpause},
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{"exec_count", emu_exec_count},
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{"exec_time", emu_exec_time},
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{"setrenderplanes", emu_setrenderplanes},
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{"message", emu_message},
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{"lagcount", emu_lagcount},
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{"lagged", emu_lagged},
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{"getreadonly", emu_getreadonly},
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{"setreadonly", emu_setreadonly},
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{"registerbefore", emu_registerbefore},
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{"registerafter", emu_registerafter},
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{"registerexit", emu_registerexit},
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{NULL,NULL}
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};
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