Debugger: Lua - Added missing definition for getInput API
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2 changed files with 3 additions and 2 deletions
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@ -88,6 +88,7 @@ int LuaApi::GetLibrary(lua_State *lua)
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{ "rewind", LuaApi::Rewind },
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{ "takeScreenshot", LuaApi::TakeScreenshot },
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{ "isKeyPressed", LuaApi::IsKeyPressed },
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{ "getInput", LuaApi::GetInput },
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{ "getAccessCounters", LuaApi::GetAccessCounters },
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{ "resetAccessCounters", LuaApi::ResetAccessCounters },
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{ "getState", LuaApi::GetState },
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@ -587,7 +588,7 @@ int LuaApi::GetInput(lua_State *lua)
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LuaCallHelper l(lua);
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int port = l.ReadInteger();
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checkparams();
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errorCond(port < 0 || port > 3, "Invalid port number - must be between 0 to 3");
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errorCond(port < 0 || port > 4, "Invalid port number - must be between 0 to 4");
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shared_ptr<SnesController> controller = std::dynamic_pointer_cast<SnesController>(_console->GetControlManager()->GetControlDevice(port));
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errorCond(controller == nullptr, "Input port must be connected to a standard controller");
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@ -546,7 +546,7 @@ namespace Mesen.GUI.Debugger
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new List<string> {"func","emu.getSavestateData","emu.getSavestateData()","slotNumber - *Integer* The slot number to get the savestate data from (must be a slot number that was used in a preceding saveSavestateAsync call)","*String* A binary string containing the savestate","Returns the savestate stored in the specified savestate slot."},
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new List<string> {"func","emu.clearSavestateData","emu.clearSavestateData()","slotNumber - *Integer* The slot number to get the savestate data from (must be a slot number that was used in a preceding saveSavestateAsync call)","","Clears the specified savestate slot (any savestate data in that slot will be removed from memory)."},
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*/
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new List<string> {"func","emu.getInput","emu.getInput(port)","port - *Integer* The port number to read (0 to 3)","*Table* A table containing the status of all 8 buttons.","Returns a table containing the status of all 8 buttons: { a, b, select, start, up, down, left, right }"},
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new List<string> {"func","emu.getInput","emu.getInput(port)","port - *Integer* The port number to read (0 to 4)","*Table* A table containing the status of all 12 buttons.","Returns a table containing the status of all 12 buttons: { a, b, x, y, l, r, select, start, up, down, left, right }"},
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//new List<string> {"func","emu.setInput","emu.setInput(port, input)","port - *Integer* The port number to apply the input to (0 to 3)\ninput - *Table* A table containing the state of some (or all) of the 8 buttons (same format as returned by getInput)","","Buttons enabled or disabled via setInput will keep their state until the next inputPolled event.\nIf a button’s value is not specified to either true or false in the input argument, then the player retains control of that button.\nFor example, setInput(0, { select = false, start = false}) will prevent the player 1 from using both the start and select buttons,\nbut all other buttons will still work as normal.To properly control the emulation, it is recommended to use this function\nwithin a callback for the inputPolled event.\nOtherwise, the inputs may not be applied before the ROM has the chance to read them."},
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new List<string> {"func","emu.getMouseState","emu.getMouseState()","","*Table* The mouse's state","Returns a table containing the position and the state of all 3 buttons: { x, y, left, middle, right }"},
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new List<string> {"func","emu.isKeyPressed","emu.isKeyPressed(keyName)","keyName - *String* The name of the key to check","*Boolean* The key’s state (true = pressed)","Returns whether or not a specific key is pressed. The “keyName” must be the same as the string shown in the UI when the key is bound to a button."},
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