/*************************************************************************** luaengine.h 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. ***************************************************************************/ #pragma once #ifndef __EMU_H__ #error Dont include this file directly; include emu.h instead. #endif #ifndef __LUA_ENGINE_H__ #define __LUA_ENGINE_H__ struct lua_State; class lua_engine { public: // construction/destruction lua_engine(running_machine &machine); ~lua_engine(); // getters running_machine &machine() const { return m_machine; } void initialize(); void lua_execute(); void report_errors(int status); void createvm(); void execute(const char *filename); void execute_string(const char *value); void close(); //static static int emu_gamename(lua_State *L); static int emu_keypost(lua_State *L); private: // internal state running_machine & m_machine; // reference to our machine lua_State* m_lua_state; static lua_engine* luaThis; }; #endif /* __LUA_ENGINE_H__ */