#ifdef _S9XLUA_H #ifndef _FCEULUA_H #define _FCEULUA_H enum LuaCallID { LUACALL_BEFOREEMULATION, LUACALL_AFTEREMULATION, LUACALL_BEFOREEXIT, LUACALL_BEFORESAVE, LUACALL_AFTERLOAD, LUACALL_COUNT }; extern void CallRegisteredLuaFunctions(LuaCallID calltype); enum LuaMemHookType { LUAMEMHOOK_WRITE, LUAMEMHOOK_READ, LUAMEMHOOK_EXEC, LUAMEMHOOK_WRITE_SUB, LUAMEMHOOK_READ_SUB, LUAMEMHOOK_EXEC_SUB, LUAMEMHOOK_COUNT }; void CallRegisteredLuaMemHook(unsigned int address, int size, unsigned int value, LuaMemHookType hookType); struct LuaSaveData { LuaSaveData() { recordList = 0; } ~LuaSaveData() { ClearRecords(); } struct Record { unsigned int key; // crc32 unsigned int size; // size of data unsigned char* data; Record* next; }; Record* recordList; void SaveRecord(struct lua_State* L, unsigned int key); // saves Lua stack into a record and pops it void LoadRecord(struct lua_State* L, unsigned int key, unsigned int itemsToLoad) const; // pushes a record's data onto the Lua stack void SaveRecordPartial(struct lua_State* L, unsigned int key, int idx); // saves part of the Lua stack (at the given index) into a record and does NOT pop anything void ExportRecords(void* file) const; // writes all records to an already-open file void ImportRecords(void* file); // reads records from an already-open file void ClearRecords(); // deletes all record data private: // disallowed, it's dangerous to call this // (because the memory the destructor deletes isn't refcounted and shouldn't need to be copied) // so pass LuaSaveDatas by reference and this should never get called LuaSaveData(const LuaSaveData& copy) {} }; #define LUA_DATARECORDKEY 42 void CallRegisteredLuaSaveFunctions(int savestateNumber, LuaSaveData& saveData); void CallRegisteredLuaLoadFunctions(int savestateNumber, const LuaSaveData& saveData); // Just forward function declarations void FCEU_LuaFrameBoundary(); int FCEU_LoadLuaCode(const char *filename, const char *arg=NULL); void FCEU_ReloadLuaCode(); void FCEU_LuaStop(); int FCEU_LuaRunning(); uint8 FCEU_LuaReadJoypad(int,uint8); // HACK - Function needs controller input int FCEU_LuaSpeed(); int FCEU_LuaFrameskip(); int FCEU_LuaRerecordCountSkip(); void FCEU_LuaGui(uint8 *XBuf); void FCEU_LuaUpdatePalette(); struct lua_State* FCEU_GetLuaState(); char* FCEU_GetLuaScriptName(); // And some interesting REVERSE declarations! char *FCEU_GetFreezeFilename(int slot); #endif #endif