mirror of
https://github.com/holub/mame
synced 2025-04-26 18:23:08 +03:00

* Fixed bugs related to reloading roms Soft resets would reload autofire settings without saving them first, causing the settings to be lost. This commit adds a check to only reload from the settings file if loading a different rom than before. Hard resets would leave bad references lying around, causing MAME to crash under certain circumstances (i.e. resetting while in the edit menu and entering the menu again). This commit makes sure to properly clean up and reinitialize menu and button states when resetting. * Used set_folder to avoid hardcoding plugin name in settings path * Bumped autofire plugin version
121 lines
3.1 KiB
Lua
121 lines
3.1 KiB
Lua
-- license:BSD-3-Clause
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-- copyright-holders:Jack Li
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local exports = {}
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exports.name = 'autofire'
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exports.version = '0.0.2'
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exports.description = 'Autofire plugin'
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exports.license = 'The BSD 3-Clause License'
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exports.author = { name = 'Jack Li' }
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local autofire = exports
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function autofire.set_folder(path)
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local loader = require('autofire/autofire_save')
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if loader then
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loader:set_plugin_path(path)
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end
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end
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function autofire.startplugin()
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-- List of autofire buttons, each being a table with keys:
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-- 'port' - port name of the button being autofired
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-- 'field' - field name of the button being autofired
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-- 'key' - input_code of the keybinding
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-- 'on_frames' - number of frames button is pressed
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-- 'off_frames' - number of frames button is released
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-- 'button' - reference to ioport_field
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-- 'counter' - position in autofire cycle
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local buttons = {}
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local current_rom = nil
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local function process_button(button)
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local pressed = manager:machine():input():code_pressed(button.key)
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if pressed then
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local state = button.counter < button.on_frames and 1 or 0
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button.counter = (button.counter + 1) % (button.on_frames + button.off_frames)
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return state
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else
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button.counter = 0
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return 0
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end
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end
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local function button_states_key(button)
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return button.port .. '\0' .. button.field
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end
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local function process_frame()
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-- Resolves conflicts between multiple autofire keybindings for the same button.
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local button_states = {}
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for i, button in ipairs(buttons) do
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local state = button_states[button_states_key(button)]
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if not state then
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state = 0
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end
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state = process_button(button) | state
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button_states[button_states_key(button)] = state
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end
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for i, button in ipairs(buttons) do
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button.button:set_value(button_states[button_states_key(button)])
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end
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end
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local function reinit_buttons()
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for i, button in ipairs(buttons) do
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button.counter = 0
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button.button = manager:machine():ioport().ports[button.port].fields[button.field]
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end
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end
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local function load_settings()
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if current_rom == emu.romname() then
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reinit_buttons()
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else
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local loader = require('autofire/autofire_save')
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if loader then
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buttons = loader:load_settings()
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end
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end
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current_rom = emu.romname()
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local menu_handler = require('autofire/autofire_menu')
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if menu_handler then
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menu_handler:init_menu(buttons)
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end
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end
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local function save_settings()
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local saver = require('autofire/autofire_save')
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if saver then
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saver:save_settings(buttons)
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end
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end
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local function menu_callback(index, event)
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local menu_handler = require('autofire/autofire_menu')
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if menu_handler then
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return menu_handler:handle_menu_event(index, event, buttons)
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else
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return false
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end
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end
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local function menu_populate()
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local menu_handler = require('autofire/autofire_menu')
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if menu_handler then
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return menu_handler:populate_menu(buttons)
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else
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return {{_('Failed to load autofire menu'), '', ''}}
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end
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end
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emu.register_frame_done(process_frame)
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emu.register_start(load_settings)
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emu.register_stop(save_settings)
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emu.register_menu(menu_callback, menu_populate, _('Autofire'))
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end
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return exports
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