Add Lua scripting support to desktop emulator
- Created emulator-specific lua_game_emulator.cpp using filesystem instead of FatFS - Created lua_game_loader_emulator.cpp to scan games/lua_examples directory - Updated CMakeLists.txt to include Lua 5.4 engine and bindings - Updated to SFML 3.0 API compatibility (event handling, sprite initialization) - Updated Game class to use public members for Lua bindings - Updated GameLauncher to use std::function for lambda captures - Added continuous 60 FPS rendering for smooth display - Emulator now loads and runs all three example Lua games
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@@ -7,21 +7,21 @@
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// Minimal stub for emulator build
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class InputManager {
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public:
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bool has_buttons() const { return false; }
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bool has_touch() const { return false; }
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inline bool has_buttons() const { return false; }
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inline bool has_touch() const { return false; }
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void get_virtual_button_regions(int* a_rect, int* b_rect) const {
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inline void get_virtual_button_regions(int* a_rect, int* b_rect) const {
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for (int i = 0; i < 4; i++) {
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a_rect[i] = v_button_a[i];
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b_rect[i] = v_button_b[i];
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}
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}
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void set_virtual_button_regions(int ax, int ay, int aw, int ah, int bx, int by, int bw, int bh) {
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inline void set_virtual_button_regions(int ax, int ay, int aw, int ah, int bx, int by, int bw, int bh) {
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v_button_a[0] = ax; v_button_a[1] = ay; v_button_a[2] = aw; v_button_a[3] = ah;
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v_button_b[0] = bx; v_button_b[1] = by; v_button_b[2] = bw; v_button_b[3] = bh;
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v_buttons_active = true;
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}
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void clear_virtual_button_regions() {
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inline void clear_virtual_button_regions() {
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v_buttons_active = false;
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for (int i = 0; i < 4; i++) {
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v_button_a[i] = 0;
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@@ -29,7 +29,7 @@ public:
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}
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}
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bool check_virtual_buttons(int16_t x, int16_t y, InputType& out_type) const {
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inline bool check_virtual_buttons(int16_t x, int16_t y, InputType& out_type) const {
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if (!v_buttons_active) return false;
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if (x >= v_button_a[0] && x <= v_button_a[0] + v_button_a[2] &&
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