mame/plugins/layout/init.lua
Vas Crabb ec80428647 Fairly significant overhaul of Lua engine and some cleanup.
The things that were previously called device iterators are not
iterators in the C++ sense of the word.  This is confusing for
newcomers.  These have been renamed to be device enumerators.

Several Lua methods and properties that previously returned tables now
return lightweight wrappers for the underlying objects.  This means
creating them is a lot faster, but you can't modify them, and the
performance characteristics of different operations varies.

The render manager's target list uses 1-based indexing to be more like
idiomatic Lua.

It's now possible to create a device enumerator on any device, and then
get subdevices (or sibling devices) using a relative tag.

Much more render/layout functionality has been exposed to Lua.  Layout
scripts now have access to the layout file and can directly set the
state of an item with no bindings, or register callbacks to obtain
state.  Some things that were previously methods are now read-only
properties.

Layout files are no longer required to supply a "name".  This was
problematic because the same layout file could be loaded for multiple
instances of the same device, and each instance of the layout file
should use the correct inputs (and in the future outputs) for the device
instance it's associated with.

This should also fix video output with MSVC builds by avoiding delegates
that return things that don't fit in a register.
2020-11-25 19:18:26 +11:00

58 lines
1.4 KiB
Lua

-- license:BSD-3-Clause
-- copyright-holders:Carl
-- Layout scripts should return a table and a string. The table can have two optional keys reset and frame
-- which have functions for values called on reset and frame draw respectively and the string is a unique name.
local exports = {}
exports.name = "layout"
exports.version = "0.0.1"
exports.description = "Layout helper plugin"
exports.license = "The BSD 3-Clause License"
exports.author = { name = "Carl" }
local layout = exports
function layout.startplugin()
local scripts = {}
local function prepare_layout(file, script)
local env = {
machine = manager:machine(),
file = file,
print = print,
pairs = pairs,
ipairs = ipairs,
string = { format = string.format },
table = { insert = table.insert, remove = table.remove } }
local script, err = load(script, script, "t", env)
if not script then
emu.print_verbose("error loading layout script " .. err)
return
end
local hooks = script()
if hooks ~= nil then
table.insert(scripts, hooks)
end
end
emu.register_callback(prepare_layout, "layout")
emu.register_frame(function()
if manager:machine().paused then
return
end
for num, scr in pairs(scripts) do
if scr.frame then
scr.frame()
end
end
end)
emu.register_start(function()
for num, scr in pairs(scripts) do
if scr.reset then
scr.reset()
end
end
end)
emu.register_stop(function() scripts = {} end)
end
return exports