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mame/plugins/cheat/init.lua

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-- license:BSD-3-Clause
-- copyright-holders:Carl
--
-- json cheat file format
-- [{
-- "desc": "text",
-- "parameter": {
-- "min": "minval(0)",
-- "max": "maxval(numitems)",
-- "step": "stepval(1)",
-- "item" [{
-- "value": "itemval(index*stepval+minval)",
-- "text": "text"
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-- },
-- ... ]
-- },
-- "cpu": {
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-- "varname": "tag"
-- ...
-- }
-- "space": {
-- "varname": {
-- "tag": "tag",
-- "type": "program|data|io"
-- },
-- ...
-- },
-- "screen": {
-- "varname": "tag",
-- ...
-- },
-- "region": {
-- "varname": "tag",
-- ...
-- },
-- "ram": {
-- "varname": "tag",
-- ...
-- },
-- "share": {
-- "varname": "tag",
-- ...
-- },
-- "script": {
-- "on|off|run|change": "script",
-- ...
-- },
-- "comment": "text"
-- },
-- ... ]
--
-- Scripts are lua scripts with a limited api. Most library functions are unavailable.
-- Like the XML cheats, param is the current parameter value and variables are shared between scripts within a cheat
-- Differences from XML cheats:
-- - actions are only one line which include the entire script
-- - "condexpr" is replaced with lua control statements (if-then-else-end)
-- - variables are only limited by the limits of the lua interperter, you can have strings and tables
-- - the address spaces in the "space" blocks are accessible to the script if included,
-- same with regions (the "m" space in debug expr)
-- - frame is replaced by screen:frame_number() so if you use frame a screen needs to be in the device section
-- - output is a function and argindex isn't supported, output args need to be explicit and a screen device
-- must be provided
-- - cpu is only used for break and watch points, if it is defined and the debugger is not enabled (-debugger none is enough)
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-- it will disable the cheat only if a point is set, check var for nil first
-- - watch points require the address space that you want to set the watch on, wptype is "r"-read, "w"-write or "rw"-both
local exports = {}
exports.name = "cheat"
exports.version = "0.0.1"
exports.description = "Cheat plugin"
exports.license = "BSD-3-Clause"
exports.author = { name = "Carl" }
local cheat = exports
local reset_subscription, stop_subscription, frame_subscription
function cheat.set_folder(path)
cheat.path = path
end
function cheat.startplugin()
local cheats = {}
local output = {}
local line = 0
local start_time = 0
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local stop = true
local cheatname = ""
local consolelog = nil
local consolelast = 0
local perodicset = false
local watches = {}
local breaks = {}
local inputs = {}
local function load_cheats()
local filename = emu.romname()
local newcheats = {}
local file = emu.file(manager.machine.options.entries.cheatpath:value():gsub("([^;]+)", "%1;%1/cheat") , 1)
for name, image in pairs(manager.machine.images) do
if image.exists and image.software_list_name ~= "" then
filename = image.software_list_name .. "/" .. image.filename
end
end
cheatname = filename
local function add(addcheats)
if not next(newcheats) then
newcheats = addcheats
else
for num, cheat in pairs(addcheats) do
newcheats[#newcheats + 1] = cheat
end
end
end
for scrfile in lfs.dir(cheat.path) do
local name = string.match(scrfile, "^(cheat_.*).lua$")
if name then
local conv = require("cheat/" .. name)
if conv then
local ret = file:open(conv.filename(filename))
while not ret do
add(conv.conv_cheat(file:read(file:size())))
ret = file:open_next()
end
end
end
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end
return newcheats
end
local function load_hotkeys()
local json = require("json")
local file = io.open(manager.machine.options.entries.cheatpath:value():match("([^;]+)") .. "/" .. cheatname .. "_hotkeys.json", "r")
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if not file then
return
end
local hotkeys = json.parse(file:read("a"))
for num, val in ipairs(hotkeys) do
for num, cheat in pairs(cheats) do
if val.desc == cheat.desc then
cheat.hotkeys = {pressed = false, keys = manager.machine.input:seq_from_tokens(val.keys)}
end
end
end
end
local function save_hotkeys()
local hotkeys = {}
for num, cheat in ipairs(cheats) do
if cheat.hotkeys then
local hotkey = {desc = cheat.desc, keys = manager.machine.input:seq_to_tokens(cheat.hotkeys.keys)}
if hotkey.keys ~= "" then
hotkeys[#hotkeys + 1] = hotkey
end
end
end
local path = manager.machine.options.entries.cheatpath:value():match("([^;]+)")
local filepath = path .. "/" .. cheatname .. "_hotkeys.json"
if #hotkeys > 0 then
local json = require("json")
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local attr = lfs.attributes(path)
if not attr then
lfs.mkdir(path)
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elseif attr.mode ~= "directory" then -- uhhh?
return
end
if cheatname:find("/", 1, true) then
local softpath = path .. "/" .. cheatname:match("([^/]+)")
attr = lfs.attributes(softpath)
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if not attr then
lfs.mkdir(softpath)
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elseif attr.mode ~= "directory" then -- uhhh?
return
end
end
local file = io.open(filepath, "w+")
if file then
file:write(json.stringify(hotkeys, {indent = true}))
file:close()
end
else
local attr = lfs.attributes(filepath)
if attr and (attr.mode == "file") then
local json = require("json")
local file = io.open(filepath, "w+")
if file then
file:write(json.stringify(hotkeys, {indent = true}))
file:close()
end
end
end
end
local function cheat_error(cheat, msg)
emu.print_error("error cheat script error: \"" .. cheat.desc .. "\" " .. msg)
cheat.desc = cheat.desc .. " error"
cheat.script = nil
cheat.enabled = nil
return
end
local function run_if(cheat, func)
if func then
local stat, err = pcall(func)
if not stat then
cheat_error(cheat, err)
end
return func
end
return false
end
local function draw_text(screen, x, y, color, form, ...)
local str = form:format(...)
if y == "auto" then
y = line
line = line + 1
end
if not screen then
emu.print_verbose("draw_text: invalid screen")
return
end
if type(x) == "string" then
y = y * mame_manager.ui.line_height
end
output[#output + 1] = { type = "text", scr = screen, x = x, y = y, str = str, color = color }
end
local function draw_line(screen, x1, y1, x2, y2, color)
if not screen then
emu.print_verbose("draw_line: invalid screen")
return
end
output[#output + 1] = { type = "line", scr = screen, x1 = x1, x2 = x2, y1 = y1, y2 = y2, color = color }
end
local function draw_box(screen, x1, y1, x2, y2, bgcolor, linecolor)
if not screen then
emu.print_verbose("draw_box: invalid screen")
return
end
output[#output + 1] = { type = "box", scr = screen, x1 = x1, x2 = x2, y1 = y1, y2 = y2, bgcolor = bgcolor, linecolor = linecolor }
end
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local function tobcd(val)
local result = 0
local shift = 0
while val ~= 0 do
result = result + ((val % 10) << shift)
val = val / 10
shift = shift + 4
end
return result
end
local function frombcd(val)
local result = 0
local mul = 1
while val ~= 0 do
result = result + ((val % 16) * mul)
val = val >> 4
mul = mul * 10
end
return result
end
local function time()
return emu.time() - start_time
end
local function periodiccb()
local last = consolelast
local msg = consolelog[#consolelog]
consolelast = #consolelog
if #consolelog > last and msg:find("Stopped at", 1, true) then
local point = tonumber(msg:match("Stopped at breakpoint ([0-9]+)"))
if not point then
point = tonumber(msg:match("Stopped at watchpoint ([0-9]+"))
if not point then
return -- ??
end
local wp = watches[point]
if wp then
run_if(wp.cheat, wp.func)
-- go in case a debugger other than "none" is enabled
-- don't use an b/wpset action because that will supress the b/wp index
manager.machine.debugger.execution_state = "run"
end
else
local bp = breaks[point]
if bp then
run_if(bp.cheat, bp.func)
manager.machine.debugger.execution_state = "run"
end
end
end
end
local function bpset(cheat, dev, addr, func)
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if cheat.is_oneshot then
error("bpset not permitted in oneshot cheat")
return
end
More Lua engine clean-up and documentation, resulting in core cleanup. More Lua interface cleanup, additional properties and methods, and documentation migration/expansion. Emulated switch inputs can have "not" codes applied to host input axis directions. It works the same way as host switch inputs - push twice for a "not" prefix. Input polling helpers no longer need to store state in the input device items. There’s less leakage, and less chance of things interfering with each other. Allow snapshot view options to be configured through the internal UI via the video options menu. Made video options menus place initial focus on the currently selected view item. Removed some crud from the menu base class. Fixed the description of the "snapview" option. The value to get raw screen pixels was changed to "native" a long time ago but the description was never updated. Re-arranged the Golden Poker button lamps so that the 6-button layouts for Jolli Witch and Wild Witch make sense. In 6-button mode, the hold buttons double as bonus game and bet buttons, but the lamp outputs don't change. The simplest way to deal with this without requiring the user to switch views or using layout scripting is to place the dedicated buttons directly below the hold buttons that correspond to them. Removed some software list data that was redundantly copied into device_image_interface (m_supported was never even set, so it didn't even work), and made crc() work better (previously it wasn't recalculuated after unloading and loading another image). Made strformat.h and devcb.h play nicer with C++17 and pre-standard C++20. Format precision now correctly limits the length of string views. Confirmed that strformat.{h,cpp} works with pre-standard C++20 support in GCC 9. Removed an auto_alloc from cpu/arm7.
2020-12-18 15:54:52 +11:00
local idx = dev.debug:bpset(addr)
breaks[idx] = {cheat = cheat, func = func, dev = dev}
end
local function wpset(cheat, dev, space, wptype, addr, len, func)
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if cheat.is_oneshot then
error("wpset not permitted in oneshot cheat")
return
end
if not space.name then
error("bad space in wpset")
return
end
More Lua engine clean-up and documentation, resulting in core cleanup. More Lua interface cleanup, additional properties and methods, and documentation migration/expansion. Emulated switch inputs can have "not" codes applied to host input axis directions. It works the same way as host switch inputs - push twice for a "not" prefix. Input polling helpers no longer need to store state in the input device items. There’s less leakage, and less chance of things interfering with each other. Allow snapshot view options to be configured through the internal UI via the video options menu. Made video options menus place initial focus on the currently selected view item. Removed some crud from the menu base class. Fixed the description of the "snapview" option. The value to get raw screen pixels was changed to "native" a long time ago but the description was never updated. Re-arranged the Golden Poker button lamps so that the 6-button layouts for Jolli Witch and Wild Witch make sense. In 6-button mode, the hold buttons double as bonus game and bet buttons, but the lamp outputs don't change. The simplest way to deal with this without requiring the user to switch views or using layout scripting is to place the dedicated buttons directly below the hold buttons that correspond to them. Removed some software list data that was redundantly copied into device_image_interface (m_supported was never even set, so it didn't even work), and made crc() work better (previously it wasn't recalculuated after unloading and loading another image). Made strformat.h and devcb.h play nicer with C++17 and pre-standard C++20. Format precision now correctly limits the length of string views. Confirmed that strformat.{h,cpp} works with pre-standard C++20 support in GCC 9. Removed an auto_alloc from cpu/arm7.
2020-12-18 15:54:52 +11:00
local idx = dev.debug:wpset(space, wptype, addr, len)
watches[idx] = {cheat = cheat, func = func, dev = dev}
end
local function bwpclr(cheat)
if not manager.machine.debugger then
return
end
for num, bp in pairs(breaks) do
if cheat == bp.cheat then
More Lua engine clean-up and documentation, resulting in core cleanup. More Lua interface cleanup, additional properties and methods, and documentation migration/expansion. Emulated switch inputs can have "not" codes applied to host input axis directions. It works the same way as host switch inputs - push twice for a "not" prefix. Input polling helpers no longer need to store state in the input device items. There’s less leakage, and less chance of things interfering with each other. Allow snapshot view options to be configured through the internal UI via the video options menu. Made video options menus place initial focus on the currently selected view item. Removed some crud from the menu base class. Fixed the description of the "snapview" option. The value to get raw screen pixels was changed to "native" a long time ago but the description was never updated. Re-arranged the Golden Poker button lamps so that the 6-button layouts for Jolli Witch and Wild Witch make sense. In 6-button mode, the hold buttons double as bonus game and bet buttons, but the lamp outputs don't change. The simplest way to deal with this without requiring the user to switch views or using layout scripting is to place the dedicated buttons directly below the hold buttons that correspond to them. Removed some software list data that was redundantly copied into device_image_interface (m_supported was never even set, so it didn't even work), and made crc() work better (previously it wasn't recalculuated after unloading and loading another image). Made strformat.h and devcb.h play nicer with C++17 and pre-standard C++20. Format precision now correctly limits the length of string views. Confirmed that strformat.{h,cpp} works with pre-standard C++20 support in GCC 9. Removed an auto_alloc from cpu/arm7.
2020-12-18 15:54:52 +11:00
bp.dev.debug:bpclr(num)
end
end
for num, wp in pairs(watches) do
if cheat == wp.cheat then
More Lua engine clean-up and documentation, resulting in core cleanup. More Lua interface cleanup, additional properties and methods, and documentation migration/expansion. Emulated switch inputs can have "not" codes applied to host input axis directions. It works the same way as host switch inputs - push twice for a "not" prefix. Input polling helpers no longer need to store state in the input device items. There’s less leakage, and less chance of things interfering with each other. Allow snapshot view options to be configured through the internal UI via the video options menu. Made video options menus place initial focus on the currently selected view item. Removed some crud from the menu base class. Fixed the description of the "snapview" option. The value to get raw screen pixels was changed to "native" a long time ago but the description was never updated. Re-arranged the Golden Poker button lamps so that the 6-button layouts for Jolli Witch and Wild Witch make sense. In 6-button mode, the hold buttons double as bonus game and bet buttons, but the lamp outputs don't change. The simplest way to deal with this without requiring the user to switch views or using layout scripting is to place the dedicated buttons directly below the hold buttons that correspond to them. Removed some software list data that was redundantly copied into device_image_interface (m_supported was never even set, so it didn't even work), and made crc() work better (previously it wasn't recalculuated after unloading and loading another image). Made strformat.h and devcb.h play nicer with C++17 and pre-standard C++20. Format precision now correctly limits the length of string views. Confirmed that strformat.{h,cpp} works with pre-standard C++20 support in GCC 9. Removed an auto_alloc from cpu/arm7.
2020-12-18 15:54:52 +11:00
wp.dev.debug:wpclr(num)
end
end
end
local function input_trans(list)
local xlate = { start = {}, stop = {}, last = 0 }
local function errout(port, field)
cheat:set_enabled(false)
error(port .. field .. " not found")
return
end
for num, entry in ipairs(list) do
if entry.port:sub(1, 1) ~= ":" then
entry.port = ":" .. entry.port
end
local port = manager.machine.ioport.ports[entry.port]
if not port then
errout(entry.port, entry.field)
end
local field = port.fields[entry.field]
if not field then
errout(entry.port, entry.field)
end
if not xlate.start[entry.start] then
xlate.start[entry.start] = {}
end
if not xlate.stop[entry.stop] then
xlate.stop[entry.stop] = {}
end
local start = xlate.start[entry.start]
local stop = xlate.stop[entry.stop]
local ent = { port = port, field = field }
stop[#stop + 1] = ent
start[#start + 1] = ent
if entry.stop > xlate.last then
xlate.last = entry.stop
end
end
return xlate
end
local function input_run(cheat, list)
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if not cheat.is_oneshot then
cheat.enabled = false
error("input_run only allowed in one shot cheats")
return
end
local _, screen = next(manager.machine.screens)
list.begin = screen:frame_number()
inputs[#inputs + 1] = list
end
local function param_calc(param)
if param.item then
if not param.item[param.index] then -- uh oh
param.index = 1
end
param.value = param.item[param.index].value
return
end
param.value = param.min + (param.step * (param.index - 1))
if param.value > param.max then
param.value = param.max
end
end
-- return is current state, ui change
local function set_enabled(cheat, state)
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if cheat.is_oneshot then
if state then
if cheat.parameter and cheat.script.change and cheat.parameter.index ~= 0 then
param_calc(cheat.parameter)
cheat.cheat_env.param = cheat.parameter.value
cheat.script.change()
elseif not cheat.parameter and cheat.script.on then
cheat.script.on()
end
end
return false, false
end
if cheat.enabled == state then
return state, false
end
if not state then
cheat.enabled = false
run_if(cheat, cheat.script.off)
bwpclr(cheat)
else
cheat.enabled = true
run_if(cheat, cheat.script.on)
end
return state, true
end
-- return is current index, ui change
local function set_index(cheat, index)
local param = cheat.parameter
local oldindex = param.index
2021-03-17 14:10:05 -05:00
if (index < 0) or (index > param.last) or (param.index == index) then
return param.index, false
end
param.index = index
if index == 0 then
cheat.cheat_env.param = param.min
cheat:set_enabled(false)
else
if oldindex == 0 then
cheat:set_enabled(true)
end
param_calc(param)
cheat.cheat_env.param = param.value
2020-09-15 20:38:39 -05:00
if not cheat.is_oneshot then
run_if(cheat, cheat.script.change)
end
end
return index, true
end
local function parse_cheat(cheat)
cheat.cheat_env = {
draw_text = draw_text,
draw_line = draw_line,
draw_box = draw_box,
tobcd = tobcd,
frombcd = frombcd,
pairs = pairs,
ipairs = ipairs,
outputs = manager.machine.output,
time = time,
input_trans = input_trans,
input_run = function(list) input_run(cheat, list) end,
os = { time = os.time, date = os.date, difftime = os.difftime },
table = { insert = table.insert, remove = table.remove },
string = { format = string.format, char = string.char }
}
cheat.enabled = false
cheat.set_enabled = set_enabled;
cheat.get_enabled = function(cheat) return cheat.enabled end
2020-09-15 20:38:39 -05:00
cheat.is_oneshot = cheat.script and not cheat.script.run and not cheat.script.off
-- verify scripts are valid first
if not cheat.script then
return
end
for name, script in pairs(cheat.script) do
script, err = load(script, cheat.desc .. name, "t", cheat.cheat_env)
if not script then
cheat_error(cheat, err)
return
end
cheat.script[name] = script
end
-- initialize temp[0-9] for backward compatbility reasons
for i = 0, 9 do
cheat.cheat_env["temp" .. i] = 0
end
if cheat.cpu then
cheat.cpudev = {}
for name, tag in pairs(cheat.cpu) do
if manager.machine.debugger then
local dev = manager.machine.devices[tag]
More Lua engine clean-up and documentation, resulting in core cleanup. More Lua interface cleanup, additional properties and methods, and documentation migration/expansion. Emulated switch inputs can have "not" codes applied to host input axis directions. It works the same way as host switch inputs - push twice for a "not" prefix. Input polling helpers no longer need to store state in the input device items. There’s less leakage, and less chance of things interfering with each other. Allow snapshot view options to be configured through the internal UI via the video options menu. Made video options menus place initial focus on the currently selected view item. Removed some crud from the menu base class. Fixed the description of the "snapview" option. The value to get raw screen pixels was changed to "native" a long time ago but the description was never updated. Re-arranged the Golden Poker button lamps so that the 6-button layouts for Jolli Witch and Wild Witch make sense. In 6-button mode, the hold buttons double as bonus game and bet buttons, but the lamp outputs don't change. The simplest way to deal with this without requiring the user to switch views or using layout scripting is to place the dedicated buttons directly below the hold buttons that correspond to them. Removed some software list data that was redundantly copied into device_image_interface (m_supported was never even set, so it didn't even work), and made crc() work better (previously it wasn't recalculuated after unloading and loading another image). Made strformat.h and devcb.h play nicer with C++17 and pre-standard C++20. Format precision now correctly limits the length of string views. Confirmed that strformat.{h,cpp} works with pre-standard C++20 support in GCC 9. Removed an auto_alloc from cpu/arm7.
2020-12-18 15:54:52 +11:00
if not dev or not dev.debug then
cheat_error(cheat, "missing or invalid device " .. tag)
return
end
cheat.cheat_env[name] = {
bpset = function(addr, func) bpset(cheat, dev, addr, func) end,
2017-08-27 11:07:21 +10:00
wpset = function(space, wptype, addr, len, func) wpset(cheat, dev, space, wptype, addr, len, func) end,
2017-07-30 21:33:23 -05:00
regs = dev.state }
cheat.bp = {}
cheat.wp = {}
if not periodicset then
emu.register_periodic(periodic_cb)
periodicset = true
end
end
end
end
if cheat.space then
for name, space in pairs(cheat.space) do
local cpu, mem
cpu = manager.machine.devices[space.tag]
if not cpu then
cheat_error(cheat, "missing device " .. space.tag)
return
end
if space.type then
mem = cpu.spaces[space.type]
else
2016-07-03 08:57:40 -05:00
space.type = "program"
mem = cpu.spaces["program"]
end
if not mem then
cheat_error(cheat, "missing space " .. space.type)
return
end
cheat.cheat_env[name] = mem
end
end
if cheat.screen then
for name, screen in pairs(cheat.screen) do
local scr = manager.machine.screens[screen]
if screen == "ui" then
scr = manager.machine.render.ui_container
elseif not scr then
2016-04-07 19:38:18 -05:00
local tag
local nxt, coll = manager.machine.screens:pairs()
tag, scr = nxt(coll) -- get any screen
end
cheat.cheat_env[name] = scr
end
end
if cheat.region then
for name, region in pairs(cheat.region) do
local mem = manager.machine.memory.regions[region]
if not mem then
cheat_error(cheat, "missing region " .. region)
return
end
cheat.cheat_env[name] = mem
end
end
if cheat.ram then
for name, tag in pairs(cheat.ram) do
local ram = manager.machine.devices[tag]
if not ram then
cheat_error(cheat, "missing ram device " .. tag)
return
end
cheat.cheat_env[name] = emu.item(ram.items["0/m_pointer"])
end
end
if cheat.share then
for name, tag in pairs(cheat.share) do
local share = manager.machine.memory.shares[tag]
if not share then
cheat_error(cheat, "missing share " .. share)
return
end
cheat.cheat_env[name] = share
end
end
local param = cheat.parameter
if not param then
return
end
cheat.set_index = set_index;
cheat.set_value = function(cheat, value)
local idx = ((value - cheat.parameter.min) / cheat.parameter.step) + 1
local chg = false
if math.integer(idx) == idx then
idx, chg = cheat:set_index(idx)
end
return cheat.parameter.value, chg
end
cheat.get_index = function(cheat) return cheat.parameter.index end
cheat.get_value = function(cheat) return cheat.parameter.value end
param.min = tonumber(param.min) or 0
2016-04-14 13:31:14 -05:00
param.max = tonumber(param.max) or #param.item
param.step = tonumber(param.step) or 1
if param.item then
for count, item in pairs(param.item) do
if not item.value then
item.value = (count * param.step) + param.min
else
item.value = tonumber(item.value)
end
end
param.last = #param.item
else
param.last = ((param.max - param.min) / param.step) + 1
end
param.index = 0
param.value = param.min
cheat.cheat_env.param = param.min
end
local hotkeymenu = false
local hotkeylist = {}
-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
local commonui
local poller
local function menu_populate()
local menu = {}
if hotkeymenu then
local ioport = manager.machine.ioport
local input = manager.machine.input
-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
menu[1] = {_("Select cheat to set hotkey"), "", "off"}
-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
menu[2] = {string.format(_("Press %s to clear hotkey"), manager.ui:get_general_input_setting(ioport:token_to_input_type("UI_CLEAR"))), "", "off"}
menu[3] = {"---", "", "off"}
hotkeylist = {}
local function hkcbfunc(cheat, event)
-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
if poller then
if poller:poll() then
if poller.sequence then
cheat.hotkeys = { pressed = false, keys = poller.sequence }
end
-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
poller = nil
return true
end
-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
elseif event == "clear" then
cheat.hotkeys = nil
return true
elseif event == "select" then
if not commonui then
commonui = require('commonui')
end
poller = commonui.switch_polling_helper()
return true
end
-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
return false
end
for num, cheat in ipairs(cheats) do
if cheat.script then
-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
local setting = cheat.hotkeys and input:seq_name(cheat.hotkeys.keys) or _("None")
menu[#menu + 1] = {cheat.desc, setting, ""}
hotkeylist[#hotkeylist + 1] = function(event) return hkcbfunc(cheat, event) end
end
end
menu[#menu + 1] = {"---", "", ""}
menu[#menu + 1] = {_("Done"), "", ""}
-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
if poller then
return poller:overlay(menu)
else
return menu
end
end
for num, cheat in ipairs(cheats) do
menu[num] = {}
menu[num][1] = cheat.desc
if not cheat.parameter then
if not cheat.script then
if cheat.desc == "" then
menu[num][1] = "---"
end
menu[num][2] = ""
2016-04-09 09:02:07 -05:00
menu[num][3] = "off"
2020-09-15 20:38:39 -05:00
elseif cheat.is_oneshot then
menu[num][2] = _("Set")
menu[num][3] = ""
else
if cheat.enabled then
menu[num][2] = _("On")
2016-04-09 09:02:07 -05:00
menu[num][3] = "l"
else
menu[num][2] = _("Off")
2016-04-09 09:02:07 -05:00
menu[num][3] = "r"
end
end
else
if cheat.parameter.index == 0 then
2020-09-15 20:38:39 -05:00
if cheat.is_oneshot then
menu[num][2] = _("Set")
else
menu[num][2] = _("Off")
end
2016-04-09 09:02:07 -05:00
menu[num][3] = "r"
else
if cheat.parameter.item then
menu[num][2] = cheat.parameter.item[cheat.parameter.index].text
else
menu[num][2] = cheat.parameter.value
end
2016-04-09 09:02:07 -05:00
menu[num][3] = "l"
if cheat.parameter.index < cheat.parameter.last then
2016-04-09 09:02:07 -05:00
menu[num][3] = "lr"
end
end
end
end
menu[#menu + 1] = {"---", "", ""}
menu[#menu + 1] = {_("Set hotkeys"), "", ""}
menu[#menu + 1] = {_("Reset All"), "", ""}
menu[#menu + 1] = {_("Reload All"), "", ""}
return menu
end
local function menu_callback(index, event)
manager.machine:popmessage()
if hotkeymenu then
if event == "back" then
-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
hotkeymenu = false
return true
else
index = index - 3
if index >= 1 and index <= #hotkeylist then
hotkeylist[index](event)
return true
elseif index == #hotkeylist + 2 and event == "select" then
hotkeymenu = false
return true
end
end
return false
end
2016-04-15 11:35:21 -05:00
if index > #cheats and event == "select" then
index = index - #cheats
if index == 2 then
hotkeymenu = true
elseif index == 3 then
2016-04-15 11:35:21 -05:00
for num, cheat in pairs(cheats) do
cheat:set_enabled(false)
if cheat.parameter then
cheat:set_index(0)
end
2016-04-15 11:35:21 -05:00
end
elseif index == 4 then
2016-08-30 15:53:27 +10:00
for num, cheat in pairs(cheats) do
cheat:set_enabled(false)
2016-04-15 11:35:21 -05:00
end
cheats = load_cheats()
for num, cheat in pairs(cheats) do
parse_cheat(cheat)
end
load_hotkeys()
2016-04-15 11:35:21 -05:00
end
return true
end
local cheat = cheats[index]
if not cheat then
return false
end
if event == "up" or event == "down" or event == "comment" then
if cheat.comment then
manager.machine:popmessage(string.format(_("Cheat Comment:\n%s"), cheat.comment))
end
elseif event == "left" then
if cheat.parameter then
local idx, chg = cheat:set_index(cheat:get_index() - 1)
return chg
else
2020-09-15 20:38:39 -05:00
if not cheat.is_oneshot then
local state, chg = cheat:set_enabled(false)
return chg
end
return false
end
elseif event == "right" then
if cheat.parameter then
local idx, chg = cheat:set_index(cheat:get_index() + 1)
return chg
else
2020-09-15 20:38:39 -05:00
if not cheat.is_oneshot then
local state, chg = cheat:set_enabled(true)
return chg
end
return false
end
elseif event == "select" then
2020-09-15 20:38:39 -05:00
if cheat.is_oneshot then
cheat:set_enabled(true)
if cheat.parameter and cheat.script.change and cheat:get_index() ~= 0 then
2020-09-15 20:38:39 -05:00
local itemtext
if cheat.parameter.item then
itemtext = cheat.parameter.item[cheat.parameter.index].text
else
itemtext = cheat.parameter.value
end
manager.machine:popmessage(string.format(_("Activated: %s = %s"), cheat.desc, itemtext))
elseif not cheat.parameter and cheat.script.on then
manager.machine:popmessage(string.format(_("Activated: %s"), cheat.desc))
end
end
end
return false
end
emu.register_menu(function(index, event)
return menu_callback(index, event)
end,
function()
return menu_populate()
2017-09-03 15:08:08 -05:00
end, _("Cheat"))
reset_subscription = emu.add_machine_reset_notifier(function ()
2016-04-15 11:35:21 -05:00
if not stop then
return
end
stop = false
start_time = emu.time()
cheats = load_cheats()
2016-04-24 12:01:30 -05:00
local json = require("json")
local file = io.open(manager.machine.options.entries.cheatpath:value():match("([^;]+)") .. "/output.json", "w")
if file then
file:write(json.stringify(cheats, {indent = true}))
file:close()
end
for num, cheat in pairs(cheats) do
parse_cheat(cheat)
end
load_hotkeys()
if manager.machine.debugger then
consolelog = manager.machine.debugger.consolelog
consolelast = 0
end
end)
stop_subscription = emu.add_machine_stop_notifier(function ()
2016-04-15 11:35:21 -05:00
stop = true
consolelog = nil
save_hotkeys()
2016-04-15 11:35:21 -05:00
end)
frame_subscription = emu.add_machine_frame_notifier(function ()
2016-04-15 11:35:21 -05:00
if stop then
return
end
for num, cheat in pairs(cheats) do
if cheat.enabled then
run_if(cheat, cheat.script.run)
end
if cheat.hotkeys and cheat.hotkeys.keys then
if manager.machine.input:seq_pressed(cheat.hotkeys.keys) then
if not cheat.hotkeys.pressed then
2020-09-15 20:38:39 -05:00
if cheat.is_oneshot then
if not run_if(cheat, cheat.script.change) then
run_if(cheat, cheat.script.on)
end
manager.machine:popmessage(string.format(_("Activated: %s"), cheat.desc))
elseif not cheat.enabled then
cheat.enabled = true
run_if(cheat, cheat.script.on)
manager.machine:popmessage(string.format(_("Enabled: %s"), cheat.desc))
else
cheat.enabled = false
run_if(cheat, cheat.script.off)
bwpclr(cheat)
manager.machine:popmessage(string.format(_("Disabled: %s"), cheat.desc))
end
end
cheat.hotkeys.pressed = true
else
cheat.hotkeys.pressed = false
end
end
end
for num, input in pairs(inputs) do
local _, screen = next(manager.machine.screens)
2017-10-22 12:34:30 +11:00
local framenum = screen:frame_number() - input.begin
local enttab = input.start[framenum]
if enttab then
for num, entry in pairs(enttab) do
entry.field:set_value(1)
end
end
enttab = input.stop[framenum]
if enttab then
for num, entry in pairs(enttab) do
entry.field:set_value(0)
end
end
if framenum >= input.last then
table.remove(inputs, num)
end
end
end)
emu.register_frame_done(function()
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if stop then
return
end
line = 0
for num, draw in pairs(output) do
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if draw.type == "text" then
if not draw.color then
draw.scr:draw_text(draw.x, draw.y, draw.str)
else
draw.scr:draw_text(draw.x, draw.y, draw.str, draw.color)
end
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elseif draw.type == "line" then
draw.scr:draw_line(draw.x1, draw.y1, draw.x2, draw.y2, draw.color)
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elseif draw.type == "box" then
More Lua engine clean-up and documentation, resulting in core cleanup. More Lua interface cleanup, additional properties and methods, and documentation migration/expansion. Emulated switch inputs can have "not" codes applied to host input axis directions. It works the same way as host switch inputs - push twice for a "not" prefix. Input polling helpers no longer need to store state in the input device items. There’s less leakage, and less chance of things interfering with each other. Allow snapshot view options to be configured through the internal UI via the video options menu. Made video options menus place initial focus on the currently selected view item. Removed some crud from the menu base class. Fixed the description of the "snapview" option. The value to get raw screen pixels was changed to "native" a long time ago but the description was never updated. Re-arranged the Golden Poker button lamps so that the 6-button layouts for Jolli Witch and Wild Witch make sense. In 6-button mode, the hold buttons double as bonus game and bet buttons, but the lamp outputs don't change. The simplest way to deal with this without requiring the user to switch views or using layout scripting is to place the dedicated buttons directly below the hold buttons that correspond to them. Removed some software list data that was redundantly copied into device_image_interface (m_supported was never even set, so it didn't even work), and made crc() work better (previously it wasn't recalculuated after unloading and loading another image). Made strformat.h and devcb.h play nicer with C++17 and pre-standard C++20. Format precision now correctly limits the length of string views. Confirmed that strformat.{h,cpp} works with pre-standard C++20 support in GCC 9. Removed an auto_alloc from cpu/arm7.
2020-12-18 15:54:52 +11:00
draw.scr:draw_box(draw.x1, draw.y1, draw.x2, draw.y2, draw.linecolor, draw.bgcolor)
end
end
output = {}
end)
local ce = {}
-- interface to script cheat engine
function ce.inject(newcheat)
cheats[#cheats + 1] = newcheat
parse_cheat(newcheat)
manager.machine:popmessage(string.format(_("%s added"), newcheat.desc))
end
function ce.get(index)
local cheat = cheats[index]
if not cheat then
return nil
end
local intf = {
get_enabled = function() return cheat:get_enabled() end,
set_enabled = function(status) return cheat:set_enabled(status) end,
desc = cheat.desc,
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is_oneshot = cheat.is_oneshot,
comment = cheat.comment,
get_hotkeys = function() if cheat.hotkeys then return cheat.hotkeys.keys end return nil end,
set_hotkeys = function(seq) cheat.hotkeys = { pressed = false, keys = manager.machine.input:seq_clean(seq) } end
}
if cheat.script then
intf.script = {}
if cheat.script.on then intf.script.on = true end
if cheat.script.off then intf.script.off = true end
if cheat.script.run then intf.script.run = true end
if cheat.script.change then intf.script.change = true end
end
if cheat.parameter then
intf.parameter = {}
intf.get_value = function() return cheat:get_value() end
intf.set_value = function(value) return cheat:set_value(value) end
intf.get_index = function() return cheat:get_index() end
intf.set_index = function(index) return cheat:set_index(index) end
intf.parameter.min = cheat.parameter.min
intf.parameter.max = cheat.parameter.max
intf.parameter.step = cheat.parameter.step
if cheat.parameter.item then
intf.parameter.item = {}
for idx, item in pairs(cheat.parameter.item) do
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intf.parameter.item[idx] = {}
intf.parameter.item[idx].text = cheat.parameter.item[idx].text
intf.parameter.item[idx].value = cheat.parameter.item[idx].value
end
end
end
return intf
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end
function ce.list()
local list = {}
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for num, cheat in pairs(cheats) do
list[num] = cheat.desc
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end
return list
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end
_G.emu.plugin.cheat = ce
end
return exports