Store program ID and expose it in Lua (#414)
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@@ -132,6 +132,7 @@ class Emulator {
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ServiceManager& getServiceManager() { return kernel.getServiceManager(); }
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LuaManager& getLua() { return lua; }
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Scheduler& getScheduler() { return scheduler; }
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Memory& getMemory() { return memory; }
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RendererType getRendererType() const { return config.rendererType; }
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Renderer* getRenderer() { return gpu.getRenderer(); }
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@@ -36,6 +36,7 @@ struct NCCH {
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};
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u64 partitionIndex = 0;
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u64 programID = 0;
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u64 fileOffset = 0;
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bool isNew3DS = false;
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@@ -2,7 +2,6 @@
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#include <string>
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#include "helpers.hpp"
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#include "memory.hpp"
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// The kinds of events that can cause a Lua call.
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// Frame: Call program on frame end
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@@ -11,6 +10,8 @@ enum class LuaEvent {
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Frame,
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};
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class Emulator;
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#ifdef PANDA3DS_ENABLE_LUA
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extern "C" {
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#include <lauxlib.h>
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@@ -30,9 +31,9 @@ class LuaManager {
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public:
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// For Lua we must have some global pointers to our emulator objects to use them in script code via thunks. See the thunks in lua.cpp as an
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// example
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static Memory* g_memory;
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static Emulator* g_emulator;
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LuaManager(Memory& mem) { g_memory = &mem; }
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LuaManager(Emulator& emulator) { g_emulator = &emulator; }
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void close();
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void initialize();
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@@ -51,7 +52,7 @@ class LuaManager {
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#else // Lua not enabled, Lua manager does nothing
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class LuaManager {
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public:
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LuaManager(Memory& mem) {}
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LuaManager(Emulator& emulator) {}
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void close() {}
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void initialize() {}
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@@ -275,6 +275,8 @@ private:
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// File handle for reading the loaded ncch
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IOFile CXIFile;
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std::optional<u64> getProgramID();
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u8* getDSPMem() { return dspRam; }
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u8* getDSPDataMem() { return &dspRam[DSP_DATA_MEMORY_OFFSET]; }
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u8* getDSPCodeMem() { return &dspRam[DSP_CODE_MEMORY_OFFSET]; }
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