Add plugin for autofire (#5050)

* Hardcoded autofire plugin

* Changed register_frame to register_frame_done, removed pause check

* Added support for multiple buttons loaded from a file

* Implemented saving settings on quit

* Fixed multiple keybindings for same button from overwriting each other

* Replaced double-quotes with single-quotes

* Refactored saving/loading into a separate module

* Changed button format to use input_code rather than string token

Settings format is unchanged (still saved as string token).

* Rewrote table initialization in save/load

* Implemented menus

* Added helper messages for "on frames"/"off frames"
This commit is contained in:
Jack Li 2019-05-14 07:26:27 -07:00 committed by ajrhacker
parent e24a0a1930
commit 0040650300
4 changed files with 486 additions and 0 deletions

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local lib = {}
-- Set of all menus
local MENU_TYPES = { MAIN = 0, EDIT = 1, ADD = 2, BUTTON = 3 }
-- Set of sections within a menu
local MENU_SECTIONS = { HEADER = 0, CONTENT = 1, FOOTER = 2 }
-- Last index of header items (above main content) in menu
local header_height = 0
-- Last index of content items (below header, above footer) in menu
local content_height = 0
-- Stack of menus (see MENU_TYPES)
local menu_stack = { MENU_TYPES.MAIN }
-- Button being created/edited
local current_button = {}
-- Inputs that can be autofired (to list in BUTTON menu)
local inputs = {}
-- Returns the section (from MENU_SECTIONS) and the index within that section
local function menu_section(index)
if index <= header_height then
return MENU_SECTIONS.HEADER, index
elseif index <= content_height then
return MENU_SECTIONS.CONTENT, index - header_height
else
return MENU_SECTIONS.FOOTER, index - content_height
end
end
local function create_new_button()
return {
on_frames = 1,
off_frames = 1,
counter = 0
}
end
local function is_button_complete(button)
return button.port and button.field and button.key and button.on_frames and button.off_frames and button.button and button.counter
end
local function is_supported_input(ioport_field)
-- IPT_BUTTON1 through IPT_BUTTON16 in ioport_type enum (ioport.h)
return ioport_field.type >= 64 and ioport_field.type <= 79
end
-- Main menu
local function populate_main_menu(buttons)
local menu = {}
menu[#menu + 1] = {_('Autofire buttons'), '', 'off'}
menu[#menu + 1] = {'---', '', ''}
header_height = #menu
for index, button in ipairs(buttons) do
-- Assume refresh rate of 60 Hz; maybe better to use screen_device refresh()?
local rate = 60 / (button.on_frames + button.off_frames)
-- Round to two decimal places
rate = math.floor(rate * 100) / 100
local text = button.button.name .. ' [' .. rate .. ' Hz]'
local subtext = manager:machine():input():code_name(button.key)
menu[#menu + 1] = {text, subtext, ''}
end
content_height = #menu
menu[#menu + 1] = {'---', '', ''}
menu[#menu + 1] = {_('Add autofire button'), '', ''}
return menu
end
local function handle_main_menu(index, event, buttons)
local section, adjusted_index = menu_section(index)
if section == MENU_SECTIONS.CONTENT then
if event == 'select' then
current_button = buttons[adjusted_index]
table.insert(menu_stack, MENU_TYPES.EDIT)
return true
elseif event == 'clear' then
table.remove(buttons, adjusted_index)
return true
end
elseif section == MENU_SECTIONS.FOOTER then
if event == 'select' then
current_button = create_new_button()
table.insert(menu_stack, MENU_TYPES.ADD)
return true
end
end
return false
end
-- Add/edit menus (mostly identical)
local function populate_configure_menu(menu)
local button_name = current_button.button and current_button.button.name or _('NOT SET')
local key_name = current_button.key and manager:machine():input():code_name(current_button.key) or _('NOT SET')
menu[#menu + 1] = {_('Input'), button_name, ''}
menu[#menu + 1] = {_('Hotkey'), key_name, ''}
menu[#menu + 1] = {_('On frames'), current_button.on_frames, current_button.on_frames > 1 and 'lr' or 'r'}
menu[#menu + 1] = {_('Off frames'), current_button.off_frames, current_button.off_frames > 1 and 'lr' or 'r'}
end
-- Borrowed from the cheat plugin
local function poll_for_hotkey()
local input = manager:machine():input()
manager:machine():popmessage(_('Press button for hotkey or wait to leave unchanged'))
manager:machine():video():frame_update(true)
input:seq_poll_start('switch')
local time = os.clock()
while (not input:seq_poll()) and (os.clock() < time + 1) do end
local tokens = input:seq_to_tokens(input:seq_poll_final())
manager:machine():popmessage()
manager:machine():video():frame_update(true)
local final_token = nil
for token in tokens:gmatch('%S+') do
final_token = token
end
return final_token and input:code_from_token(final_token) or nil
end
local function handle_configure_menu(index, event)
-- Input
if index == 1 then
if event == 'select' then
table.insert(menu_stack, MENU_TYPES.BUTTON)
return true
else
return false
end
-- Hotkey
elseif index == 2 then
if event == 'select' then
local keycode = poll_for_hotkey()
if keycode then
current_button.key = keycode
return true
else
return false
end
else
return false
end
-- On frames
elseif index == 3 then
manager:machine():popmessage(_('Number of frames button will be pressed'))
if event == 'left' then
current_button.on_frames = current_button.on_frames - 1
elseif event == 'right' then
current_button.on_frames = current_button.on_frames + 1
end
-- Off frames
elseif index == 4 then
manager:machine():popmessage(_('Number of frames button will be released'))
if event == 'left' then
current_button.off_frames = current_button.off_frames - 1
elseif event == 'right' then
current_button.off_frames = current_button.off_frames + 1
end
end
return true
end
local function populate_edit_menu()
local menu = {}
menu[#menu + 1] = {_('Edit autofire button'), '', 'off'}
menu[#menu + 1] = {'---', '', ''}
header_height = #menu
populate_configure_menu(menu)
content_height = #menu
menu[#menu + 1] = {'---', '', ''}
menu[#menu + 1] = {_('Done'), '', ''}
return menu
end
local function handle_edit_menu(index, event, buttons)
local section, adjusted_index = menu_section(index)
if section == MENU_SECTIONS.CONTENT then
return handle_configure_menu(adjusted_index, event)
elseif section == MENU_SECTIONS.FOOTER then
if event == 'select' then
table.remove(menu_stack)
return true
end
end
return false
end
local function populate_add_menu()
local menu = {}
menu[#menu + 1] = {_('Add autofire button'), '', 'off'}
menu[#menu + 1] = {'---', '', ''}
header_height = #menu
populate_configure_menu(menu)
content_height = #menu
menu[#menu + 1] = {'---', '', ''}
if is_button_complete(current_button) then
menu[#menu + 1] = {_('Create'), '', ''}
else
menu[#menu + 1] = {_('Cancel'), '', ''}
end
return menu
end
local function handle_add_menu(index, event, buttons)
local section, adjusted_index = menu_section(index)
if section == MENU_SECTIONS.CONTENT then
return handle_configure_menu(adjusted_index, event)
elseif section == MENU_SECTIONS.FOOTER then
if event == 'select' then
table.remove(menu_stack)
if is_button_complete(current_button) then
buttons[#buttons + 1] = current_button
end
return true
end
end
return false
end
-- Button selection menu
local function populate_button_menu()
menu = {}
inputs = {}
menu[#menu + 1] = {_('Select an input for autofire'), '', 'off'}
menu[#menu + 1] = {'---', '', ''}
header_height = #menu
for port_key, port in pairs(manager:machine():ioport().ports) do
for field_key, field in pairs(port.fields) do
if is_supported_input(field) then
menu[#menu + 1] = {field.name, '', ''}
inputs[#inputs + 1] = {
port_name = port_key,
field_name = field_key,
ioport_field = field
}
end
end
end
content_height = #menu
return menu
end
local function handle_button_menu(index, event)
local section, adjusted_index = menu_section(index)
if section == MENU_SECTIONS.CONTENT and event == 'select' then
local selected_input = inputs[adjusted_index]
current_button.port = selected_input.port_name
current_button.field = selected_input.field_name
current_button.button = selected_input.ioport_field
table.remove(menu_stack)
return true
end
return false
end
function lib:populate_menu(buttons)
local current_menu = menu_stack[#menu_stack]
if current_menu == MENU_TYPES.MAIN then
return populate_main_menu(buttons)
elseif current_menu == MENU_TYPES.EDIT then
return populate_edit_menu()
elseif current_menu == MENU_TYPES.ADD then
return populate_add_menu()
elseif current_menu == MENU_TYPES.BUTTON then
return populate_button_menu()
end
end
function lib:handle_menu_event(index, event, buttons)
manager:machine():popmessage()
local current_menu = menu_stack[#menu_stack]
if current_menu == MENU_TYPES.MAIN then
return handle_main_menu(index, event, buttons)
elseif current_menu == MENU_TYPES.EDIT then
return handle_edit_menu(index, event, buttons)
elseif current_menu == MENU_TYPES.ADD then
return handle_add_menu(index, event, buttons)
elseif current_menu == MENU_TYPES.BUTTON then
return handle_button_menu(index, event)
end
end
return lib

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local lib = {}
local function get_settings_path()
return lfs.env_replace(manager:machine():options().entries.pluginspath:value():match('([^;]+)')) .. '/autofire/cfg/'
end
local function get_settings_filename()
return emu.romname() .. '.cfg'
end
local function initialize_button(settings)
if settings.port and settings.field and settings.key and settings.on_frames and settings.off_frames then
local new_button = {
port = settings.port,
field = settings.field,
key = manager:machine():input():code_from_token(settings.key),
on_frames = settings.on_frames,
off_frames = settings.off_frames,
counter = 0
}
local port = manager:machine():ioport().ports[settings.port]
if port then
local field = port.fields[settings.field]
if field then
new_button.button = field
return new_button
end
end
end
return nil
end
local function serialize_settings(button_list)
local settings = {}
for index, button in ipairs(button_list) do
setting = {
port = button.port,
field = button.field,
key = manager:machine():input():code_to_token(button.key),
on_frames = button.on_frames,
off_frames = button.off_frames
}
settings[#settings + 1] = setting
end
return settings
end
function lib:load_settings()
local buttons = {}
local json = require('json')
local file = io.open(get_settings_path() .. get_settings_filename(), 'r')
if not file then
return buttons
end
local loaded_settings = json.parse(file:read('a'))
file:close()
if not loaded_settings then
return buttons
end
for index, button_settings in ipairs(loaded_settings) do
local new_button = initialize_button(button_settings)
if new_button then
buttons[#buttons + 1] = new_button
end
end
return buttons
end
function lib:save_settings(buttons)
local path = get_settings_path()
local attr = lfs.attributes(path)
if not attr then
lfs.mkdir(path)
elseif attr.mode ~= 'directory' then
return
end
local json = require('json')
local settings = serialize_settings(buttons)
local file = io.open(path .. get_settings_filename(), 'w')
if file then
file:write(json.stringify(settings, {indent = true}))
file:close()
end
end
return lib

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plugins/autofire/init.lua Normal file
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-- license:BSD-3-Clause
-- copyright-holders:Jack Li
local exports = {}
exports.name = 'autofire'
exports.version = '0.0.1'
exports.description = 'Autofire plugin'
exports.license = 'The BSD 3-Clause License'
exports.author = { name = 'Jack Li' }
local autofire = exports
function autofire.startplugin()
-- List of autofire buttons, each being a table with keys:
-- 'port' - port name of the button being autofired
-- 'field' - field name of the button being autofired
-- 'key' - input_code of the keybinding
-- 'on_frames' - number of frames button is pressed
-- 'off_frames' - number of frames button is released
-- 'button' - reference to ioport_field
-- 'counter' - position in autofire cycle
local buttons = {}
local function process_button(button)
local pressed = manager:machine():input():code_pressed(button.key)
if pressed then
local state = button.counter < button.on_frames and 1 or 0
button.counter = (button.counter + 1) % (button.on_frames + button.off_frames)
return state
else
button.counter = 0
return 0
end
end
local function button_states_key(button)
return button.port .. '\0' .. button.field
end
local function process_frame()
-- Resolves conflicts between multiple autofire keybindings for the same button.
local button_states = {}
for i, button in ipairs(buttons) do
local state = button_states[button_states_key(button)]
if not state then
state = 0
end
state = process_button(button) | state
button_states[button_states_key(button)] = state
end
for i, button in ipairs(buttons) do
button.button:set_value(button_states[button_states_key(button)])
end
end
local function load_settings()
local loader = require('autofire/autofire_save')
if loader then
buttons = loader:load_settings()
end
end
local function save_settings()
local saver = require('autofire/autofire_save')
if saver then
saver:save_settings(buttons)
end
end
local function menu_callback(index, event)
local menu_handler = require('autofire/autofire_menu')
if menu_handler then
return menu_handler:handle_menu_event(index, event, buttons)
else
return false
end
end
local function menu_populate()
local menu_handler = require('autofire/autofire_menu')
if menu_handler then
return menu_handler:populate_menu(buttons)
else
return {{_('Failed to load autofire menu'), '', ''}}
end
end
emu.register_frame_done(process_frame)
emu.register_start(load_settings)
emu.register_stop(save_settings)
emu.register_menu(menu_callback, menu_populate, _('Autofire'))
end
return exports

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{
"plugin": {
"name": "autofire",
"description": "Autofire plugin",
"version": "0.0.1",
"author": "Jack Li",
"type": "plugin",
"start": "false"
}
}