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author Vas Crabb <vas@vastheman.com>2020-12-27 01:32:37 +1100
committer Vas Crabb <vas@vastheman.com>2020-12-27 01:32:37 +1100
commit9e36b6a6d951ea6f2d72cab874c3c8e72d001001 (patch)
treec41bfd0c1b499d790c4091eb266caf6955219fc1 /plugins/autofire/autofire_menu.lua
parent509c946736b5f02cac84d19f2cde4e966d637a2c (diff)
More Lua interface cleanup - it's simpler with cleaner underlyng APIs.
Made the sound manager mute controls readable, and got rid of system enable since it just controls system mute anyway. This was causing confusion: phantom2 was trying to use both independentlyt casuing the mute bit to be ignored. THe Lua interface changes are mostly changing methods to properties, some renames to make things clearer, and some additional properties for better control over snapshots.
Diffstat (limited to 'plugins/autofire/autofire_menu.lua')
-rw-r--r--plugins/autofire/autofire_menu.lua28
1 files changed, 14 insertions, 14 deletions
diff --git a/plugins/autofire/autofire_menu.lua b/plugins/autofire/autofire_menu.lua
index b9fb89d5042..14ad0ea0634 100644
--- a/plugins/autofire/autofire_menu.lua
+++ b/plugins/autofire/autofire_menu.lua
@@ -63,7 +63,7 @@ local function populate_main_menu(buttons)
-- Round to two decimal places
rate = math.floor(rate * 100) / 100
local text = button.button.name .. ' [' .. rate .. ' Hz]'
- local subtext = manager:machine():input():seq_name(button.key)
+ local subtext = manager.machine.input:seq_name(button.key)
menu[#menu + 1] = {text, subtext, ''}
end
content_height = #menu
@@ -76,7 +76,7 @@ end
local function handle_main_menu(index, event, buttons)
local section, adjusted_index = menu_section(index)
if section == MENU_SECTIONS.CONTENT then
- manager:machine():popmessage(_('Press UI Clear to delete'))
+ manager.machine:popmessage(_('Press UI Clear to delete'))
if event == 'select' then
current_button = buttons[adjusted_index]
table.insert(menu_stack, MENU_TYPES.EDIT)
@@ -99,7 +99,7 @@ end
local function populate_configure_menu(menu)
local button_name = current_button.button and current_button.button.name or _('NOT SET')
- local key_name = current_button.key and manager:machine():input():seq_name(current_button.key) or _('NOT SET')
+ local key_name = current_button.key and manager.machine.input:seq_name(current_button.key) or _('NOT SET')
menu[#menu + 1] = {_('Input'), button_name, ''}
menu[#menu + 1] = {_('Hotkey'), key_name, ''}
menu[#menu + 1] = {_('On frames'), current_button.on_frames, current_button.on_frames > 1 and 'lr' or 'r'}
@@ -108,26 +108,26 @@ end
-- Borrowed from the cheat plugin
local function poll_for_hotkey()
- local input = manager:machine():input()
+ local input = manager.machine.input
local poller = input:switch_sequence_poller()
- manager:machine():popmessage(_('Press button for hotkey or wait to leave unchanged'))
- manager:machine():video():frame_update(true)
+ manager.machine:popmessage(_('Press button for hotkey or wait to leave unchanged'))
+ manager.machine.video:frame_update()
poller:start()
local time = os.clock()
local clearmsg = true
while (not poller:poll()) and (poller.modified or (os.clock() < time + 1)) do
if poller.modified then
if not poller.valid then
- manager:machine():popmessage(_("Invalid sequence entered"))
+ manager.machine:popmessage(_("Invalid sequence entered"))
clearmsg = false
break
end
- manager:machine():popmessage(input:seq_name(poller.sequence))
- manager:machine():video():frame_update(true)
+ manager.machine:popmessage(input:seq_name(poller.sequence))
+ manager.machine.video:frame_update()
end
end
if clearmsg then
- manager:machine():popmessage()
+ manager.machine:popmessage()
end
return poller.valid and poller.sequence or nil
end
@@ -156,7 +156,7 @@ local function handle_configure_menu(index, event)
end
elseif index == 3 then
-- On frames
- manager:machine():popmessage(_('Number of frames button will be pressed'))
+ manager.machine:popmessage(_('Number of frames button will be pressed'))
if event == 'left' then
current_button.on_frames = current_button.on_frames - 1
elseif event == 'right' then
@@ -164,7 +164,7 @@ local function handle_configure_menu(index, event)
end
elseif index == 4 then
-- Off frames
- manager:machine():popmessage(_('Number of frames button will be released'))
+ manager.machine:popmessage(_('Number of frames button will be released'))
if event == 'left' then
current_button.off_frames = current_button.off_frames - 1
elseif event == 'right' then
@@ -244,7 +244,7 @@ local function populate_button_menu()
menu[#menu + 1] = {'---', '', ''}
header_height = #menu
- for port_key, port in pairs(manager:machine():ioport().ports) do
+ for port_key, port in pairs(manager.machine.ioport.ports) do
for field_key, field in pairs(port.fields) do
if is_supported_input(field) then
menu[#menu + 1] = {field.name, '', ''}
@@ -295,7 +295,7 @@ function lib:populate_menu(buttons)
end
function lib:handle_menu_event(index, event, buttons)
- manager:machine():popmessage()
+ manager.machine:popmessage()
local current_menu = menu_stack[#menu_stack]
if current_menu == MENU_TYPES.MAIN then
return handle_main_menu(index, event, buttons)