fceux/src/fceulua.h

93 lines
2.5 KiB
C++

#ifdef _S9XLUA_H
#ifndef _FCEULUA_H
#define _FCEULUA_H
enum LuaCallID
{
LUACALL_BEFOREEMULATION,
LUACALL_AFTEREMULATION,
LUACALL_BEFOREEXIT,
LUACALL_BEFORESAVE,
LUACALL_AFTERLOAD,
LUACALL_TASEDITOR_AUTO,
LUACALL_TASEDITOR_MANUAL,
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();
void FCEU_LuaReadZapper(const uint32* mouse_in, uint32* mouse_out);
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