mame/plugins/autofire/autofire_menu.lua
Vas Crabb f459eb6e13 Plugin usability improvements:
* autofire, inputmacro: Made left/right repeat when held (makes setting
  long delays/durations easier).
* autofire, inputmacro: Added headings for devices in input selection
  menus (helps when controller buttons have identical names, e.g. AES)
* autofire: Made intial selection when moving between menus intuitive,
  log some errors on saving/loading configuration.
* autofire: Fixed two errors in Chinese localisations.
2021-10-22 01:14:05 +11:00

431 lines
12 KiB
Lua

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 to select when showing the main menu (so newly added button can be selected)
local initial_button
-- Saved selection on main menu (to restore after configure menu is dismissed)
local main_selection_save
-- Whether configure menu is active (so first item can be selected initially)
local configure_menu_active = false
-- Saved selection on configure menu (to restore after button menu is dismissed)
local configure_selection_save
-- Button being created/edited
local current_button = {}
-- Initial button to select when opening buttons menu
local initial_input
-- 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 ioport = manager.machine.ioport
local input = manager.machine.input
local menu = {}
menu[#menu + 1] = {_('Autofire buttons'), '', 'off'}
menu[#menu + 1] = {string.format(_('Press %s to delete'), input:seq_name(ioport:type_seq(ioport:token_to_input_type('UI_CLEAR')))), '', 'off'}
menu[#menu + 1] = {'---', '', ''}
header_height = #menu
-- Use frame rate of first screen or 60Hz if no screens
local freq = 60
local screen = manager.machine.screens:at(1)
if screen then
freq = 1 / screen.frame_period
end
for index, button in ipairs(buttons) do
-- Round rate to two decimal places
local rate = freq / (button.on_frames + button.off_frames)
rate = math.floor(rate * 100) / 100
local text = string.format(_('%s [%g Hz]'), _p('input-name', button.button.name), rate)
local subtext = input:seq_name(button.key)
menu[#menu + 1] = {text, subtext, ''}
if index == initial_button then
main_selection_save = #menu
end
end
initial_button = nil
content_height = #menu
menu[#menu + 1] = {'---', '', ''}
menu[#menu + 1] = {_('Add autofire button'), '', ''}
local selection = main_selection_save
main_selection_save = nil
return menu, selection
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
main_selection_save = index
current_button = buttons[adjusted_index]
table.insert(menu_stack, MENU_TYPES.EDIT)
return true
elseif event == 'clear' then
table.remove(buttons, adjusted_index)
main_selection_save = index
if adjusted_index > #buttons then
main_selection_save = main_selection_save - 1
end
return true
end
elseif section == MENU_SECTIONS.FOOTER then
if event == 'select' then
main_selection_save = index
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 _p('input-name', current_button.button.name) or _('NOT SET')
local key_name = current_button.key and manager.machine.input:seq_name(current_button.key) or _('NOT SET')
menu[#menu + 1] = {_('Input'), button_name, ''}
if not (configure_menu_active or configure_selection_save) then
configure_selection_save = #menu
end
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'}
configure_menu_active = true
end
-- Borrowed from the cheat plugin
local function poll_for_hotkey()
local input = manager.machine.input
local poller = input:switch_sequence_poller()
manager.machine:popmessage(_('Press button for hotkey or wait to leave unchanged'))
manager.machine.video:frame_update()
poller:start()
local time = os.clock()
local clearmsg = true
while (not poller:poll()) and (poller.modified or (os.clock() < time + 1)) do
if poller.modified then
if not poller.valid then
manager.machine:popmessage(_('Invalid sequence entered'))
clearmsg = false
break
end
manager.machine:popmessage(input:seq_name(poller.sequence))
manager.machine.video:frame_update()
end
end
if clearmsg then
manager.machine:popmessage()
end
return poller.valid and poller.sequence or nil
end
local function handle_configure_menu(index, event)
if index == 1 then
-- Input
if event == 'select' then
configure_selection_save = header_height + index
table.insert(menu_stack, MENU_TYPES.BUTTON)
if current_button.port and current_button.field then
initial_input = {port_name = current_button.port, ioport_field = current_button.button}
end
return true
end
elseif index == 2 then
-- Hotkey
if event == 'select' then
local keycode = poll_for_hotkey()
if keycode then
current_button.key = keycode
return true
end
end
elseif index == 3 then
-- On frames
manager.machine:popmessage(_('Number of frames button will be pressed'))
if event == 'left' then
current_button.on_frames = current_button.on_frames - 1
return true
elseif event == 'right' then
current_button.on_frames = current_button.on_frames + 1
return true
elseif event == 'clear' then
current_button.on_frames = 1
return true
end
elseif index == 4 then
-- Off frames
manager.machine:popmessage(_('Number of frames button will be released'))
if event == 'left' then
current_button.off_frames = current_button.off_frames - 1
return true
elseif event == 'right' then
current_button.off_frames = current_button.off_frames + 1
return true
elseif event == 'clear' then
current_button.off_frames = 1
return true
end
end
return false
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'), '', ''}
local selection = configure_selection_save
configure_selection_save = nil
return menu, selection, 'lrrepeat'
end
local function handle_edit_menu(index, event, buttons)
local section, adjusted_index = menu_section(index)
if ((section == MENU_SECTIONS.FOOTER) and (event == 'select')) or (event == 'cancel') then
inputs = nil
configure_menu_active = false
table.remove(menu_stack)
return true
elseif section == MENU_SECTIONS.CONTENT then
return handle_configure_menu(adjusted_index, event)
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
local selection = configure_selection_save
configure_selection_save = nil
return menu, selection, 'lrrepeat'
end
local function handle_add_menu(index, event, buttons)
local section, adjusted_index = menu_section(index)
if ((section == MENU_SECTIONS.FOOTER) and (event == 'select')) or (event == 'cancel') then
inputs = nil
configure_menu_active = false
table.remove(menu_stack)
if is_button_complete(current_button) and (event == 'select') then
table.insert(buttons, current_button)
initial_button = #buttons
end
return true
elseif section == MENU_SECTIONS.CONTENT then
return handle_configure_menu(adjusted_index, event)
end
return false
end
-- Button selection menu
local function populate_button_menu()
local ioport = manager.machine.ioport
menu = {}
menu[#menu + 1] = {_('Select an input for autofire'), '', 'off'}
menu[#menu + 1] = {'---', '', ''}
header_height = #menu
if not inputs then
inputs = {}
for port_key, port in pairs(ioport.ports) do
for field_key, field in pairs(port.fields) do
if is_supported_input(field) then
inputs[#inputs + 1] = {
port_name = port_key,
field_name = field_key,
ioport_field = field
}
end
end
end
local function compare(x, y)
if x.ioport_field.device.tag < y.ioport_field.device.tag then
return true
elseif x.ioport_field.device.tag > y.ioport_field.device.tag then
return false
end
groupx = ioport:type_group(x.ioport_field.type, x.ioport_field.player)
groupy = ioport:type_group(y.ioport_field.type, y.ioport_field.player)
if groupx < groupy then
return true
elseif groupx > groupy then
return false
elseif x.ioport_field.type < y.ioport_field.type then
return true
elseif x.ioport_field.type > y.ioport_field.type then
return false
else
return x.ioport_field.name < y.ioport_field.name
end
end
table.sort(inputs, compare)
local i = 1
local prev
while i <= #inputs do
local current = inputs[i]
if (not prev) or (prev.ioport_field.device.tag ~= current.ioport_field.device.tag) then
table.insert(inputs, i, false)
i = i + 2
else
i = i + 1
end
prev = current
end
end
local selection = header_height + 1
for i, input in ipairs(inputs) do
if input then
menu[header_height + i] = { _p('input-name', input.ioport_field.name), '', '' }
if initial_input and (initial_input.port_name == input.port_name) and (initial_input.ioport_field.mask == input.ioport_field.mask) and (initial_input.ioport_field.type == input.ioport_field.type) then
selection = header_height + i
initial_input = nil
end
else
local device = inputs[i + 1].ioport_field.device
if device.owner then
menu[header_height + i] = {string.format(_('%s [root%s]'), device.name, device.tag), '', 'heading'}
else
menu[header_height + i] = {string.format(_('[root%s]'), device.tag), '', 'heading'}
end
end
end
content_height = #menu
initial_input = nil
menu[#menu + 1] = {'---', '', ''}
menu[#menu + 1] = {_('Cancel'), '', ''}
return menu, selection
end
local function handle_button_menu(index, event)
local section, adjusted_index = menu_section(index)
if ((section == MENU_SECTIONS.FOOTER) and (event == 'select')) or (event == 'cancel') then
table.remove(menu_stack)
return true
elseif (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:init_menu(buttons)
header_height = 0
content_height = 0
menu_stack = { MENU_TYPES.MAIN }
current_button = {}
inputs = nil
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