/*************************************************************************** luaengine.c Controls execution of the core MAME system. **************************************************************************** Copyright Miodrag Milanovic All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name 'MAME' nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY MIODRAG MILANOVIC ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL MIODRAG MILANOVIC BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ***************************************************************************/ #include "emu.h" #include "emuopts.h" #include "osdepend.h" #include "lua/lua.hpp" lua_engine* lua_engine::luaThis = NULL; //************************************************************************** // LUA ENGINE //************************************************************************** //------------------------------------------------- // emu_gamename - returns game full name //------------------------------------------------- int lua_engine::emu_gamename(lua_State *L) { lua_pushstring(L, luaThis->machine().system().description); return 1; } //------------------------------------------------- // emu_keypost - post keys to natural keyboard //------------------------------------------------- int lua_engine::emu_keypost(lua_State *L) { const char *keys = luaL_checkstring(L,1); luaThis->machine().ioport().natkeyboard().post_utf8(keys); return 1; } static const struct luaL_Reg emu_funcs [] = { { "gamename", lua_engine::emu_gamename }, { "keypost", lua_engine::emu_keypost }, { NULL, NULL } /* sentinel */ }; //------------------------------------------------- // luaopen_emu - connect emu section lib //------------------------------------------------- int luaopen_emu ( lua_State * L ) { luaL_newlib(L, emu_funcs); return 1; } //------------------------------------------------- // hook - lua hook to make slice execution of // script possible //------------------------------------------------- void hook(lua_State* l, lua_Debug* ar) { lua_yield(l, 0); } //------------------------------------------------- // lua_engine - constructor //------------------------------------------------- lua_engine::lua_engine(running_machine &machine) : m_machine(machine) { luaThis = this; m_lua_state = NULL; } //------------------------------------------------- // ~lua_engine - destructor //------------------------------------------------- lua_engine::~lua_engine() { close(); } //------------------------------------------------- // initialize - initialize lua hookup to emu engine //------------------------------------------------- void lua_engine::initialize() { machine().add_notifier(MACHINE_NOTIFY_FRAME, machine_notify_delegate(FUNC(lua_engine::lua_execute), this)); } //------------------------------------------------- // close - close and cleanup of lua engine //------------------------------------------------- void lua_engine::close() { if (m_lua_state) { // close the Lua state lua_close(m_lua_state); mame_printf_verbose("[LUA] End executing script\n"); m_lua_state = NULL; } } //------------------------------------------------- // report_errors - report lua error in execution //------------------------------------------------- void lua_engine::report_errors(int status) { if ( status!=0 ) { mame_printf_error("[LUA ERROR] %s\n",lua_tostring(m_lua_state, -1)); lua_pop(m_lua_state, 1); // remove error message close(); // close in case of error } } //------------------------------------------------- // createvm - setup lua VM and load script //------------------------------------------------- void lua_engine::createvm() { close(); // create new Lua state m_lua_state = luaL_newstate(); luaL_openlibs(m_lua_state); luaL_requiref(m_lua_state, "emu", luaopen_emu, 1); lua_sethook(m_lua_state, hook, LUA_MASKLINE, 0); } //------------------------------------------------- // execute - load and execute script //------------------------------------------------- void lua_engine::execute(const char *filename) { createvm(); int s = luaL_loadfile(m_lua_state, filename); report_errors(s); mame_printf_verbose("[LUA] Start executing script\n"); } //------------------------------------------------- // execute_string - execute script from string //------------------------------------------------- void lua_engine::execute_string(const char *value) { createvm(); int s = luaL_loadstring(m_lua_state, value); report_errors(s); mame_printf_verbose("[LUA] Start executing script\n"); } //------------------------------------------------- // lua_execute - execute slice of lua script // this callback is hooked to frame notification //------------------------------------------------- void lua_engine::lua_execute() { if (m_lua_state==NULL) return; int s = lua_resume(m_lua_state, m_lua_state, 0); if (s != LUA_YIELD) { report_errors(s); close(); } }