Lua: rename fceu_* functions to emu_*

This commit is contained in:
gocha 2009-10-11 04:39:05 +00:00
parent 080eb55ee4
commit f0a1983112
1 changed files with 55 additions and 55 deletions

View File

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