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Added menus for controlling toggle inputs, and showing recognised input devices and control state. Moved input menu options off main menu to a submenu, as there are a lot of them now. Moved menu heading drawing into base class, added headings to more menus, and made headings more consistent with the menu items used to reach them. Also made terminology more consistent. Changed the default names for buttons and hat switches/D-pads to use 1-based numbering. DirectInput still returns 0-based button numbers for some devices. Removed local copy of MinGW xaudio2.h as it’s now included in the MSYS2 package. Also fixed building the DirectSound sound output module with the SDL OSD on Windows - the Windows headers are sensitive to include order. Started adding documentation for menus, to hopefully help people find menus they remember seeing but can't recall how to access. For translators, this makes terminology more consistent. In particular: * "Settings" is preferred over "configuration" in a number of places, as the latter can be construed as referring specifically to settings stored in .cfg files in the cfg_directory folder. Also, references to saving machine configuration could be interpreted as relating to the settings on the "Machine Configuration" menu. * The controls on host input devices (e.g. keys, buttons, joystick axes) are referred to as "controls", while emulated inputs are referred to as "inputs". * The menus for assigning host controls to emulated inputs are called "input assignments" menus to distinguish them from other input settings menus. * Combinations of controls that can be assigned to emulated inputs are referred to as "combinations" rather than "sequences". * The potentially confusing term "ROM set" has been removed altogether. Use "short name" to refer to a device or system's identifier. * "System" is used in almost places to refer to a complete, runnable system rather than "Machine". * "Driver" is now only used to refer to source files where systems or devices are defined - it is no longer used to refer to individual systems. * A few more menus have message context for the messages. This makes it a bit easier to guess where the messages are used. It also means you can use different translations in different places if necessary (e.g. if the same English text should be translated differently as an item in one menu and as a heading in another).
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.. _plugins-inputmacro:
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Input Macro Plugin
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==================
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.. contents:: :local:
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.. _plugins-inputmacro-intro:
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Introduction
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------------
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The input macro plugin allows you to trigger a sequence of emulated input
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actions with a key or button combination. This can help people with
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disabilities or injuries that make some input sequences difficult. It can also
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be used as a way to cheat in games that require rapid sequences of inputs, like
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the running events in Track & Field, or the eating minigame in Daisu-Kiss.
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To configure the input macro plugin, activate the main menu (press **Tab**
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during emulation by default), select **Plugin Options**, and then select **Input
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Macros**. Configured input macros for the current system are listed, along with
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their activation sequences (initially there will be no input macros configured).
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Select a macro to edit it, or choose **Add macro** to set up a new input macro.
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See :ref:`plugins-inputmacro-settings` for details on editing input macros. You
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can delete an input macro by highlighting it in the menu and pressing the UI
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Clear key (Del/Delete/Forward Delete on the keyboard by default).
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Input macros are saved in the **inputmacro** folder in the plugin data folder
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(see the :ref:`homepath option <mame-commandline-homepath>`). A file is created
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for each system with input macros configured, named according to the system’s
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short name (or ROM set name), with the extension ``.cfg``. For example, input
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macros for Daisu-Kiss will be saved in the file **daiskiss.cfg** in the
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**inputmacro** folder in your plugin data folder. The input macros are stored
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in JSON format.
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.. _plugins-inputmacro-settings:
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Editing input macros
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--------------------
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The options for editing input macros are the same whether you’re creating a new
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macro or editing an existing macro. Input macros consist of a sequence of
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*steps*. Each step optionally waits for a configurable delay, then activates
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one or more emulated inputs for a specified duration. You can choose what
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should happen if the activation sequence is still held when the final step of
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the macro completes: the emulated inputs can be released, the final step can be
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prolonged, or the macro can loop back to any step in the sequence.
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The settings in first section of the macro editing menu apply to the macro as a
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whole:
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* The **Name** will be used in the list of input macros, so it helps to make it
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descriptive. Press the UI Select key (Return/Enter on the keyboard or the
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first button on the first joystick by default) to edit the current name, or
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press the UI Clear key to type a new name. Press the UI Select key before
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moving to another menu item to save the new name; press the UI Cancel key
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(Escape/Esc on the keyboard by default) to change discard the new name.
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* Select **Activation combination** to set the control (or combination of
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controls) you want to use to activate the macro. Keep in mind that regular
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input assignments still apply, so you will probably want to use a combination
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that isn’t being used for any other emulated input in the system.
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* Set **On release** to specify what should happen if the activation sequence is
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released before the macro completes. When set to *Stop immediately*, any
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emulated inputs activated by the macro will be released immediately, and no
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further steps will be processed; when set to *Complete macro*, the macro will
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continue to be processed until the end of the final step.
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* Set **When held** to specify what should happen if the activation sequence is
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held after the final step of the macro completes. When set to *Release*, any
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inputs activated by the macro will be released, and the macro will not be
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reactivated until the activation sequence is released and pressed again; when
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set to *Prolong step <n>* where *<n>* is the number of the final step of the
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macro, the emulated inputs activated by the final step of the macro will
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remain active until the activation sequence is released; when set to *Loop to
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step <n>* where *<n>* is a step number, macro processing will return to that
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step, including its delay, if the activation sequence is held after the final
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step completes.
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Each step has delay, duration and input settings:
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* Set the **Delay** to the number of emulated video frame intervals to wait
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before activating the inputs for the step. During the delay, no emulated
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inputs will be activated by the macro. You can reset the setting to zero by
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pressing the UI Clear key.
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* Set the **Duration** to the number of emulated video frame intervals to hold
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the emulated inputs for the step active before moving to the next step (or
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completing the macro in the case of the final step). You can reset the
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setting to one frame by pressing the UI Clear key.
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* Set the **Input** settings to the emulated inputs to activate for the step.
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Only non-toggle digital inputs are supported. Select **Add input** to set
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multiple inputs for a step (this option will only appear after you set the
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first input for the initially created step when creating a new macro). If
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the step has multiple inputs, you can highlight an input on the menu and press
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the UI Clear key to delete it (all steps must have at least one input, so you
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can’t delete the only input for a step).
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* If the macro has multiple steps, you can select **Delete step** to delete a
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step (this options does not appear if the macro only has a single step).
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Remember to check that the **On release** and **When held** settings are
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correct after deleting steps.
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To add a step to the macro, highlight **Add step at position** (below the
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existing steps), use the UI Left/Right keys or click the arrows to set the
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position where you’d like to insert the new step, and then press the UI Select
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key (or double-click the menu item) to add the new step. You will be prompted
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to set the first input for the new step. Remember to check the **On release**
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and **When held** settings after adding steps. The **Add step at position**
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item will only appear after you set the first input for the initially created
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step when creating a new macro.
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When creating a new macro, there is a **Cancel** option that changes to
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**Create** after you set the activating sequence and the first input for the
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initially created step. Select **Create** to finish creating the macro and
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return to the list of input macros. The new macro will be added at the end of
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the list. Press the UI Cancel key, or select **Cancel** before setting the
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activation sequence/input, to return to the previous menu without creating the
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new macro.
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When editing an existing macro, select **Done** or press the UI Cancel key to
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return to the list of input macros. Changes take effect immediately.
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.. _plugins-inputmacro-examples:
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Example macros
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--------------
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Raiden autofire
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~~~~~~~~~~~~~~~
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This provides player 1 autofire functionality using the space bar. The same
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thing could be achieved using the :ref:`plugins-autofire`, but this demonstrates
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a simple looping macro:
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* **Name**: P1 Autofire
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* **Activation combination**: Kbd Space
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* **On release**: Stop immediately
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* **When held**: Loop to step 2
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* **Step 1**:
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* **Delay (frames)**: 0
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* **Duration (frames)**: 2
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* **Input 1**: P1 Button 1
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* **Step 2**:
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* **Delay (frames)**: 4
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* **Duration (frames)**: 2
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* **Input 1**: P1 Button 1
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The first step has no delay so that firing begins as soon as the space bar is
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pressed. The second step has sufficient delay to ensure the game recognises the
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button being pressed and released again. The second step is repeated as long as
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the space bar is held down.
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Track & Field sprint cheat
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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This allows you to run in Konami Track & Field by holding a single button. This
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takes most of the skill (and fun) out of the game:
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* **Name**: P1 Sprint
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* **Activation combination**: Kbd Shift
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* **On release**: Stop immediately
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* **When held**: Loop to step 2
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* **Step 1**:
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* **Delay (frames)**: 0
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* **Duration (frames)**: 1
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* **Input 1**: P1 Button 1
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* **Step 2**:
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* **Delay (frames)**: 1
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* **Duration (frames)**: 1
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* **Input 1**: P1 Button 3
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* **Step 3**:
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* **Delay (frames)**: 1
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* **Duration (frames)**: 1
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* **Input 1**: P1 Button 1
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This macro rapidly alternates pressing buttons 1 and 3 – the pattern required to
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run in the game.
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Street Fighter II Shoryuken
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This macro allows you to perform a right-facing Shōryūken (Dragon Punch) by
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pressing a single key:
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* **Name**: 1P Shoryuken LP
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* **Activation combination**: Kbd M
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* **On release**: Complete macro
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* **When held**: Prolong step 6
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* **Step 1**:
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* **Delay (frames)**: 0
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* **Duration (frames)**: 1
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* **Input 1**: P1 Right
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* **Step 2**:
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* **Delay (frames)**: 1
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* **Duration (frames)**: 1
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* **Input 1**: P1 Down
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* **Step 3**:
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* **Delay (frames)**: 0
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* **Duration (frames)**: 1
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* **Input 1**: P1 Down
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* **Input 2**: P1 Right
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* **Step 4**:
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* **Delay (frames)**: 0
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* **Duration (frames)**: 1
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* **Input 1**: P1 Right
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* **Step 5**:
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* **Delay (frames)**: 0
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* **Duration (frames)**: 1
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* **Input 1**: P1 Right
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* **Input 2**: P1 Jab Punch
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* **Step 6**:
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* **Delay (frames)**: 0
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* **Duration (frames)**: 1
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* **Input 1**: P1 Jab Punch
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This macro has has involves steps that activate multiple inputs. The macro will
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complete if the activation sequence is released early, allowing you to tap the
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key momentarily to perform the move. Holding the activation sequence holds down
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the attack button.
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