mame/plugins/autofire/autofire_menu.lua
Vas Crabb d64ea5331b
-frontend: Refactored menu event handling and fixed a number of issues. (#8777)
* Moved common code for drawing about box, info viewer, and other text box menus to a base class; removed the last of the info viewer logic and the multi-line item hack from the base menu class.
* Added previous/next group navigation for general inputs and plugin input selection menus.
* Moved message catalog logic to lib/util, allowing osd and emu to use localised messages.
* Made the base menu class use the UI manager’s feature for holding session state rather than a static map and mutex.
* Improved menu event handling model, and fixed many issues, particularly with menus behaving badly when hidden/shown.
* Added better support for menus that don’t participate in the usual menu stack, like the menuless sliders and the save/load state menus.
* Made a number of menus refresh state when being shown after being hidden (fixes MT08121 among other issues).
* Fixed indication of mounted slot option in the slot option details menu.
* Improved appearance of background menus when emulation isn't running - draw all menus in the stack, and darken the background menus to make the edges of the active menu clearer.
* Fixed locale issues in -listxml.

-debugger: Made GUI debuggers more uniform.
* Added new memory view features to Win32 debugger.
* Fixed spelling of hexadecimal in Cocoa debugger and added decimal address option.
* Fixed duplicate keyboard shortcut in Cocoa debugger (Shift-Cmd-D was both new device window and 64-bit float format).
* Made keyboard shortcuts slightly more consistent across debuggers.

-plugins: Moved input selection menu and sequence polling code to a common library.  Fixed the issue that prevented keyboard inputs being mapped with -steadykey on.

-docs: Started adding some documentation for MAME's internal UI, and updated the list of example front-ends.

-Regenerated message catalog sources.  For translators, the new strings are mostly:
* The names of the inputs provided by the OS-dependent layer for things like fullscreen and video features. These show up in the user interface inputs menu.
* The names for automatically generated views. These show up in the video options menu - test with a system with a lot of screens to see more variants.
* The input macro plugin UI.
* A few format strings for analog input assignments.
* A few strings for the about box header.
2021-10-31 12:31:16 +11:00

356 lines
10 KiB
Lua

local lib = {}
-- Common UI helper library
local commonui
-- 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
-- Helper for polling for hotkeys
local hotkey_poller
-- Button being created/edited
local current_button = {}
-- Initial button to select when opening buttons menu
local initial_input
-- Handler for BUTTON menu
local input_menu
-- 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
-- Main menu
local function populate_main_menu(buttons)
local ioport = manager.machine.ioport
local input = manager.machine.input
local menu = {}
menu[#menu + 1] = {_p('plugin-autofire', 'Autofire buttons'), '', 'off'}
menu[#menu + 1] = {string.format(_p('plugin-autofire', 'Press %s to delete'), manager.ui:get_general_input_setting(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
if #buttons > 0 then
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(_p('plugin-autofire', '%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
else
menu[#menu + 1] = {_p('plugin-autofire', '[no autofire buttons]'), '', 'off'}
end
initial_button = nil
content_height = #menu
menu[#menu + 1] = {'---', '', ''}
menu[#menu + 1] = {_p('plugin-autofire', '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 _p('plugin-autofire', '[not set]')
local key_name = current_button.key and manager.machine.input:seq_name(current_button.key) or _p('plugin-autofire', '[not set]')
menu[#menu + 1] = {_p('plugin-autofire', 'Input'), button_name, ''}
if not (configure_menu_active or configure_selection_save) then
configure_selection_save = #menu
end
menu[#menu + 1] = {_p('plugin-autofire', 'Hotkey'), key_name, hotkey_poller and 'lr' or ''}
menu[#menu + 1] = {_p('plugin-autofire', 'On frames'), current_button.on_frames, current_button.on_frames > 1 and 'lr' or 'r'}
menu[#menu + 1] = {_p('plugin-autofire', 'Off frames'), current_button.off_frames, current_button.off_frames > 1 and 'lr' or 'r'}
configure_menu_active = true
end
local function handle_configure_menu(index, event)
if hotkey_poller then
-- special handling for polling for hotkey
if hotkey_poller:poll() then
if hotkey_poller.sequence then
current_button.key = hotkey_poller.sequence
end
hotkey_poller = nil
return true
end
return false
end
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 = current_button.button
end
return true
end
elseif index == 2 then
-- Hotkey
if event == 'select' then
if not commonui then
commonui = require('commonui')
end
hotkey_poller = commonui.switch_polling_helper()
return true
end
elseif index == 3 then
-- On frames
manager.machine:popmessage(_p('plugin-autofire', '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(_p('plugin-autofire', '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] = {_p('plugin-autofire', 'Edit autofire button'), '', 'off'}
menu[#menu + 1] = {'---', '', ''}
header_height = #menu
populate_configure_menu(menu)
content_height = #menu
menu[#menu + 1] = {'---', '', ''}
menu[#menu + 1] = {_p('plugin-autofire', 'Done'), '', ''}
local selection = configure_selection_save
configure_selection_save = nil
if hotkey_poller then
return hotkey_poller:overlay(menu, selection, 'lrrepeat')
else
return menu, selection, 'lrrepeat'
end
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
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] = {_p('plugin-autofire', '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] = {_p('plugin-autofire', 'Create'), '', ''}
else
menu[#menu + 1] = {_p('plugin-autofire', 'Cancel'), '', ''}
end
local selection = configure_selection_save
configure_selection_save = nil
if hotkey_poller then
return hotkey_poller:overlay(menu, selection, 'lrrepeat')
else
return menu, selection, 'lrrepeat'
end
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
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 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
local function action(field)
if field then
current_button.port = field.port.tag
current_button.field = field.name
current_button.button = field
end
initial_input = nil
input_menu = nil
table.remove(menu_stack)
end
if not commonui then
commonui = require('commonui')
end
input_menu = commonui.input_selection_menu(action, _p('plugin-autofire', 'Select an input for autofire'), is_supported_input)
return input_menu:populate(initial_input)
end
local function handle_button_menu(index, event)
return input_menu:handle(index, event)
end
function lib:init_menu(buttons)
header_height = 0
content_height = 0
menu_stack = { MENU_TYPES.MAIN }
current_button = {}
input_menu = 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