lsnes/lua-dummy.cpp
Ilari Liusvaara f170c7bab2 Major reorganization of command handling
Make commands objects instead of functions calling each other.

Now there is '?' command that can display command list and help about
individual command. Also the command handling is more distributed into
places where it belongs.
2011-09-14 20:06:36 +03:00

73 lines
1.2 KiB
C++

#include "lua.hpp"
struct lua_State
{
int x;
};
lua_function::lua_function(const std::string& name) throw(std::bad_alloc)
{
}
lua_function::~lua_function() throw()
{
}
void lua_callback_do_paint(struct lua_render_context* ctx, window* win) throw()
{
}
void lua_callback_do_video(struct lua_render_context* ctx, window* win) throw()
{
}
void lua_callback_do_input(controls_t& data, bool subframe, window* win) throw()
{
}
void lua_callback_do_reset(window* win) throw()
{
}
void lua_callback_do_readwrite(window* win) throw()
{
}
void lua_callback_startup(window* win) throw()
{
}
void lua_callback_pre_load(const std::string& name, window* win) throw()
{
}
void lua_callback_err_load(const std::string& name, window* win) throw()
{
}
void lua_callback_post_load(const std::string& name, bool was_state, window* win) throw()
{
}
void lua_callback_pre_save(const std::string& name, bool is_state, window* win) throw()
{
}
void lua_callback_err_save(const std::string& name, window* win) throw()
{
}
void lua_callback_post_save(const std::string& name, bool is_state, window* win) throw()
{
}
void lua_callback_quit(window* win) throw()
{
}
void init_lua(window* win) throw()
{
}
bool lua_requests_repaint = false;
bool lua_requests_subframe_paint = false;